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Magic: The Gathering Comprehensive Rules These rules are current as of October 1, 2007. Introduction This booklet is designed for people who’ve moved beyond the basics of the Magic: The Gathering® game. If you’re a beginning Magic™ player, you’ll probably find these rules intimidating. They’re intended to be the ultimate authority for the game, and you won’t usually need to refer to them except in specific cases or during competitive games. For casual play and most ordinary situations, you’ll find what you need in the Magic: The Gathering basic rulebook. You can download a copy of that rulebook from the Wizards of the Coast® Magic rules website at www.wizards.com/default.asp?x=magic/rules . If you’re sure this is where you want to be, keep reading. This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. The glossary defines many of the words and phrases used in these rules, along with a few concepts that don’t really fit anywhere among the numbered rules. So if you can’t find what you’re looking for, check the glossary. We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which the interaction of specific cards requires a precise answer. If you have questions, you can get the answers from us at www.wizards.com/customerservice . Additional contact information is on the last page of these rules. In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication. See the Wizards of the Coast website for the current version of the official rules. www.wizards.com/default.asp?x=magic/rules

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Page 1: Magic: The Gathering Comprehensive Rules · Magic: The Gathering Comprehensive Rules ... The Magic Golden Rules ... 100. General 100.1. These Magic rules apply to any Magic game with

Magic: The Gathering Comprehensive Rules

These rules are current as of October 1, 2007.

Introduction

This booklet is designed for people who’ve moved beyond the basics of the Magic: The Gathering®

game. If you’re a beginning Magic™ player, you’ll probably find these rules intimidating. They’re

intended to be the ultimate authority for the game, and you won’t usually need to refer to them except in

specific cases or during competitive games.

For casual play and most ordinary situations, you’ll find what you need in the Magic: The Gathering basic

rulebook. You can download a copy of that rulebook from the Wizards of the Coast® Magic rules website

at www.wizards.com/default.asp?x=magic/rules. If you’re sure this is where you want to be, keep

reading.

This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are

divided into subrules, and each separate rule and subrule of the game has its own number. The glossary

defines many of the words and phrases used in these rules, along with a few concepts that don’t really fit

anywhere among the numbered rules. So if you can’t find what you’re looking for, check the glossary.

We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which

the interaction of specific cards requires a precise answer. If you have questions, you can get the answers

from us at www.wizards.com/customerservice. Additional contact information is on the last page of these

rules.

In response to play issues and to keep these rules as current as possible, changes may have been made

to this document since its publication. See the Wizards of the Coast website for the current version of

the official rules.

www.wizards.com/default.asp?x=magic/rules

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Contents

1. The Game

100. General

101. Starting the Game

102. Winning and Losing

103. The Magic Golden Rules

104. Numbers and Symbols

2. Parts of the Game

200. General

201. Characteristics

202. Name

203. Mana Cost and Color

204. Illustration

205. Type Line

206. Expansion Symbol

207. Text Box

208. Power/Toughness

209. Loyalty

210. Information Below the Text Box

212. Card Type, Supertype, and Subtype

213. Spells

214. Permanents

215. Life

216. Tokens

217. Zones

3. Turn Structure

300. General

301. Beginning Phase

302. Untap Step

303. Upkeep Step

304. Draw Step

305. Main Phase

306. Combat Phase

307. Beginning of Combat Step

308. Declare Attackers Step

309. Declare Blockers Step

310. Combat Damage Step

311. End of Combat Step

312. End Phase

313. End of Turn Step

314. Cleanup Step

4. Spells, Abilities, and Effects

400. General

401. Spells on the Stack

402. Abilities

403. Activated Abilities

404. Triggered Abilities

405. Static Abilities

406. Mana Abilities

407. Adding and Removing Abilities

408. Timing of Spells and Abilities

409. Playing Spells and Activated Abilities

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410. Handling Triggered Abilities

411. Playing Mana Abilities

412. Handling Static Abilities

413. Resolving Spells and Abilities

414. Countering Spells and Abilities

415. Targeted Spells and Abilities

416. Effects

417. One-Shot Effects

418. Continuous Effects

419. Replacement and Prevention Effects

420. State-Based Effects

421. Handling “Infinite” Loops

422. Handling Illegal Actions

423. Drawing a Card

424. Costs

5. Additional Rules

500. Legal Attacks and Blocks

501. Keyword Actions

502. Keyword Abilities

503. Copying Objects

504. Face-Down Spells and Permanents

505. Split Cards

506. Subgames

507. Controlling Another Player’s Turn

508. Flip Cards

509. Ending the Turn

510. Status

511. Flipping a Coin

6. Multiplayer Rules

600. General

601. Limited Range of Influence Option

602. Attack Multiple Players Option

603. Deploy Creatures Option

604. Attack Left and Attack Right Options

605. Free-for-All Variant

606. Two-Headed Giant Variant

607. Emperor Variant

608. Grand Melee Variant

609. Teams Variant

Glossary

Credits

Questions?

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1. The Game

100. General

100.1. These Magic rules apply to any Magic game with two or more players, including two-player

games and multiplayer games.

100.1a A two-player game is a game that begins with only two players.

100.1b A multiplayer game is a game that begins with more than two players. See section 6,

“Multiplayer Rules.”

100.2. In constructed play, each player needs his or her own deck of at least sixty cards, small items to

represent any tokens and counters, and some way to clearly track life totals. A constructed deck can

have any number of basic land cards and no more than four of any card with a particular English

name other than basic land cards.

100.3. For sealed deck or draft play, only forty cards are required in a deck, and a player may use as

many duplicates of a card as he or she has. Each player still needs small items to represent any

tokens and counters, and some way to clearly track life totals.

100.4. There is no maximum deck size.

100.5. Most Magic tournaments have special rules (not included here) and may limit the use of some

cards, including barring all cards from some older sets. See the most current Magic: The

Gathering DCI® Floor Rules for more information. They can be found at

www.wizards.com/default.asp?x=dci/doccenter/home.

101. Starting the Game

101.1. At the start of a game, each player shuffles his or her deck so that the cards are in a random

order. Each player may then shuffle his or her opponents’ decks. The players’ decks become their

libraries.

101.2. After the decks have been shuffled, the players determine who chooses which player goes first

using any mutually agreeable method (flipping a coin, rolling dice, etc.). In a match of several

games, the loser of the previous game decides who will take the first turn. If the previous game was

a draw, the person who determined who would take the first turn in the previous game decides.

101.3. Once the starting player has been determined, each player sets his or her life total to 20 and

draws a hand of seven cards.

101.3a In a Two-Headed Giant game, each team starts with a shared life total of 30 instead.

101.4. A player who is dissatisfied with his or her initial hand may mulligan. First, the starting player

takes any mulligans. To take a mulligan, that player shuffles his or her hand back into the deck and

then draws a new hand of six cards. He or she may repeat this process as many times as desired,

drawing one fewer card each time, until the hand size reaches zero cards. Once the starting player

has decided to keep a hand, those cards become his or her opening hand. Then each other player (in

turn order) may take any number of mulligans. A player can’t take any mulligans once he or she has

decided to keep an opening hand.

101.4a In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand

of seven cards rather than six cards. Subsequent hands decrease by one card as normal.

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101.4b The Two-Headed Giant variant uses the multiplayer mulligan rule, with some modifications.

First, the starting team takes any mulligans. For a team to take a mulligan, each player on that

team decides whether or not to take a mulligan, then all players who chose to do so take their

mulligans at the same time. The first time a player takes a mulligan, he or she draws a new hand

of seven cards. After each player on that team who took a mulligan looks at his or her new hand,

the team repeats the process. (Subsequent hands decrease by one card as normal.) Once a player

has decided to keep a hand, those cards become his or her opening hand. That player can’t take

any more mulligans, but his or her teammate may. Once each player on the starting team

decides to keep an opening hand, the other team may take mulligans.

Example: Bob and Clare are the starting team in a Two-Headed Giant game. They each

draw seven cards. After reviewing each other’s hands, both Bob and Clare decide to

mulligan. Each shuffles his or her hand into his or her deck and draws seven cards.

Clare isn’t sure about Bob’s new hand, but he decides to keep it. Clare decides to take

another mulligan. Bob’s hand becomes his opening hand, and Clare shuffles her hand

into her deck and draws six cards. Then only Clare has the option to mulligan. She

decides to keep her hand of six cards and that becomes her opening hand. After that, the

other team decides whether to take mulligans.

101.5. Once all players have kept their opening hands, if any cards in the starting player’s hand allow

that player to begin the game with those cards in play, he or she may put any or all of them into

play. Then each other player, in turn order, may do the same.

101.6. The starting player takes his or her first turn.

101.6a In a two-player game, the player who plays first skips the draw step (see rule 304, “Draw

Step”) of his or her first turn.

101.6b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.

In all other multiplayer games, no player skips the draw step of his or her first turn.

102. Winning and Losing

102.1. A game ends immediately when either a player wins or the game is a draw.

102.2. There are several ways to win the game.

102.2a A player still in the game wins the game if all of that player’s opponents have lost the game.

102.2b An effect may state that a player wins the game. (In certain multiplayer games, this may not

cause the game to end; see rule 102.3g.)

102.2c In a multiplayer game between teams, a team with at least one player still in the game wins

the game if all other teams have lost the game. Each player on the winning team wins the game,

even if one or more of those players had previously lost that game.

102.3. There are several ways to lose the game.

102.3a A player can concede the game at any time. A player who concedes loses the game

immediately.

102.3b If a player’s life total is 0 or less, he or she loses the game the next time a player would

receive priority. (This is a state-based effect. See rule 420.)

102.3c When a player is required to draw more cards than are left in his or her library, he or she

draws the remaining cards, and then loses the game the next time a player would receive

priority. (This is a state-based effect. See rule 420.)

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102.3d If a player has ten or more poison counters, he or she loses the game the next time a player

would receive priority. (This is a state-based effect. See rule 420.)

102.3e If a player would both win and lose simultaneously, he or she loses.

102.3f In a multiplayer game between teams, a team loses the game if all players on that team have

lost.

102.3g In a multiplayer game using the limited range of influence option, an effect that states that a

player wins the game instead causes all of that player’s opponents within his or her range of

influence to lose the game.

102.4. There are several ways to draw the game.

102.4a If all the players remaining in a game lose simultaneously, the game is a draw.

102.4b If the game somehow enters a “loop,” repeating a sequence of events with no way to stop,

the game is a draw. Loops that contain an optional action don’t result in a draw.

102.4c In a multiplayer game between teams, the game is a draw if all remaining teams lose at once.

102.5. If a player loses the game, he or she leaves the game. Likewise, if a player leaves the game, he or

she loses the game. The multiplayer rules handle what happens when a player leaves the game; see

rule 600.4.

103. The Magic Golden Rules

103.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card

overrides only the rule that applies to that specific situation. The only exception is that a player can

concede the game at any time (see rule 102.3a).

103.2. When a rule or effect says something can happen and another effect says it can’t, the “can’t”

effect wins. For example, if one effect reads “You may play an additional land this turn” and

another reads “You can’t play land cards this turn,” the effect that keeps you from playing lands

wins out. Note that adding abilities to objects and removing abilities from objects don’t fall under

this rule. See rule 407, “Adding and Removing Abilities.”

103.3. If an instruction requires taking an impossible action, it’s ignored. (In many cases the card will

specify consequences for this; if it doesn’t, there’s no effect.)

103.4. If multiple players would make choices and/or take actions at the same time, the active player

(the player whose turn it is) makes any choices required, then the next player in turn order (usually

the player seated to the active player’s left) makes any choices required, followed by the remaining

nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred

to as the “Active Player, Nonactive Player (APNAP) order” rule.

Example: A card reads “Each player sacrifices a creature.” First, the active player chooses

a creature he or she controls. Then each of the nonactive players chooses a creature he or

she controls. Then all creatures are sacrificed simultaneously.

103.4a A player knows the choices made by the previous players when he or she makes his or her

choice.

103.4b If a player would make more than one choice at the same time, the player makes the choices

in the order written, or in the order he or she chooses if the choices aren’t ordered.

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104. Numbers and Symbols

104.1. The Magic game uses only integers.

104.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on.

If a spell or ability could generate a fractional number, the spell or ability will tell you whether

to round up or down.

104.1b Most of the time, the Magic game uses only positive numbers. You can’t choose a negative

number, deal negative damage, gain negative life, and so on. However, it’s possible for a game

value, such as a creature’s power, to be less than zero. If a calculation or comparison that would

determine the result of an effect needs to use a negative value, it does so. If such a calculation

yields a negative number, zero is used instead, unless that effect sets a creature’s power or

toughness, changes a creature’s power or toughness, or sets a player’s life total.

Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It deals no damage in combat.

Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.

Example: Viridian Joiner is a 1/2 creature that says “{T}: Add an amount of {G} to your

mana pool equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is

activated. The ability adds no mana to your mana pool.

104.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation,

it uses 0 instead.

104.3. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3},

{4}, and so on; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W},

{G/W}, and {G/U}; and the snow symbol {S}.

104.3a Each of the colored mana symbols represents one colored mana: {W} is white, {U} blue,

{B} black, {R} red, and {G} green.

104.3b Numeral symbols (such as {1}) are generic mana costs and represent an amount of mana

that can be paid with any color of, or colorless, mana.

104.3c The symbol {X} represents an unspecified amount of mana. When playing a spell or

activated ability with {X} in its cost, its controller decides the value of that variable.

104.3d Numeral symbols (such as {1}) and variable symbols (such as {X}) can also represent

colorless mana if they appear in the effect of a spell or ability that reads “add [mana symbol] to

your mana pool” or something similar.

104.3e The symbol {0} represents zero mana and is used as a placeholder when a spell or activated

ability costs nothing to play. A spell or ability whose cost is {0} must still be played the same

way as one with a cost greater than zero; it won’t play itself automatically.

104.3f Each of the hybrid mana symbols represents a cost that can be paid with one of two colors:

{W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue

or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green,

{R/W} red or white, {G/W} green or white, and {G/U} green or blue. A hybrid mana symbol is

each of its component colors.

Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.

104.3g If an effect would add one mana represented by a hybrid mana symbol to a player’s mana

pool, that player chooses either of that symbol’s colors and adds one mana of that color to his or

her mana pool.

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104.3h The snow mana symbol {S} represents a cost that can be paid with one mana produced by a

snow permanent. This is a generic mana cost that can be paid with any color of, or colorless,

mana. Effects that reduce the amount of generic mana you pay don’t affect {S} costs.

104.4. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A

permanent that’s already tapped can’t be tapped again to pay the cost. Creatures that haven’t been

under a player’s control continuously since the beginning of his or her most recent turn can’t use

any ability with the tap symbol in the cost. See rule 212.3f.

104.5. A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities

that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out

when they’re in a graveyard. This icon has no effect on game play.

104.6. A type icon appears in the upper left corner of each card from the Future Sight™ set printed with

an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is:

claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment,

a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types,

that’s indicated by a black and white cross. This icon has no effect on game play.

104.7. Each activated ability of a planeswalker has an arrow-shaped loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number or an X. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. [+N] means “Put N loyalty counters on this permanent,” and [-N] means “Remove N loyalty counters from this permanent.”

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2. Parts of the Game

200. General

200.1. When a rule or text on a card refers to a “card,” it means a Magic card with a Magic card front

and the Magic card back. Tokens aren’t considered cards—even a card that represents a token isn’t

considered a card for rules purposes.

200.1a A card’s owner is the player who started the game with it in his or her deck or, for cards that

didn’t start the game in a player’s deck, the player who brought the card into the game.

200.2. Use the Oracle™ card reference when determining a card’s wording. A card’s Oracle text can be

found using the Gatherer card database at http://gatherer.wizards.com.

200.3. A player is one of the people in the game. The active player is the player whose turn it is. The

other players are nonactive players.

200.3a In a multiplayer game between teams, a player’s teammates are the other players on his or

her team, and the player’s opponents are all players not on his or her team.

200.4. A token is a marker used to represent any permanent that isn’t represented by a card. (See rule

216, “Tokens.”)

200.4a A token’s owner is the player who controlled the spell or ability that put it into play. A

token’s controller is the player who put it into play.

200.5. A spell is a card, or copy of a spell or card, that’s on the stack. (See rule 213, “Spells.”)

200.5a A spell’s owner is the same as the owner of the card that represents it. The owner of a copy

of a spell is the controller of the effect that created it. A spell’s controller is the player who

played it.

200.6. A permanent is a card or token that’s in play. (See rule 214, “Permanents.”)

200.6a A nontoken permanent’s owner is the same as the owner of the card that represents it. A

permanent’s controller is the player who put it into play.

200.7. An ability can be one of two things. First, it can be an activated or triggered ability on the stack.

Second, it can be text on an object that explains what the object does. (See rule 402, “Abilities,” and

section 4, “Spells, Abilities, and Effects.”)

200.7a The controller of an activated ability is the player who played the ability. The controller of a

triggered ability is the player who controlled the ability’s source when it triggered, unless it’s a

delayed triggered ability. The controller of a delayed triggered ability is the player who

controlled the spell or ability that created it.

200.8. An object is an ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. The

term “object” is used in these rules when a rule applies to abilities on the stack, cards, tokens, spells,

and permanents. Combat damage on the stack is also an object, although many uses of the term

“object” in these rules don’t apply to it.

200.9. If a spell or ability uses a description of an object that includes a card type or subtype, but

doesn’t include the word “card,” “spell,” or “source,” it means a permanent of that card type or

subtype in play.

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200.9a If a spell or ability uses a description of an object that includes the word “card” and the

name of a zone, it means a card matching that description in the stated zone.

200.9b If a spell or ability uses a description of an object that includes the word “spell,” it means a

spell matching that description on the stack.

200.9c If a spell or ability uses a description of an object that includes the word “source,” it means a

source matching that description—either a source of an ability or a source of damage—in any

zone. See rule 419.8 “Sources of Damage.”

200.10. A counter is a marker placed on an object or player, either modifying its characteristics or

interacting with an ability. A counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.

200.10a A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent’s power and Y to that permanent’s toughness. Similarly, -X/-Y counters subtract from power and toughness.

200.10b The number of loyalty counters on a planeswalker in play indicates how much loyalty it

has.

200.11. The parts of a card are name, mana cost, illustration, type line, expansion symbol, text box,

power and toughness, loyalty, illustration credit, legal text, and collector number. Some cards may

have more than one of any or all of these parts.

201. Characteristics

201.1. An object’s characteristics are name, mana cost, color, card type, subtype, supertype, expansion

symbol, rules text, abilities, power, toughness, and loyalty. Objects can have some or all of these

characteristics. Any other information about an object isn’t a characteristic. For example,

characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or

controller, what an Aura enchants, and so on.

202. Name

202.1. The name of a card is printed on its upper left corner.

202.2. Text that refers to the object it’s on by name means just that particular object and not any other

duplicates of it, regardless of any name changes caused by game effects.

202.2a If an ability of an object uses a phrase such as “this [something]” to identify an object, where

[something] is a characteristic, it is referring to that particular object, even if it isn’t the

appropriate characteristic at the time.

Example: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that

creature at end of turn.” The ability will destroy the object it gave +2/+2 at the end of

the turn, even if that object isn’t a creature anymore.

202.2b If an ability of an object grants to another object an ability that refers to the first object by

name, the name refers only to the object whose ability grants that ability, not to any other object

with the same name.

Example: Saproling Burst has an ability that reads “Remove a fade counter from

Saproling Burst: Put a green Saproling creature token into play. It has ‘This creature’s

power and toughness are each equal to the number of fade counters on Saproling

Burst.’” The ability granted to the token only looks at the Saproling Burst that created

the token, not at any other Saproling Burst in play.

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202.3. Two cards have the same name if the English versions of their names are identical, regardless of

anything else printed on the cards.

203. Mana Cost and Color

203.1. The mana cost of a card is indicated by mana symbols near the top of the card. On most cards,

these symbols are printed in the upper right corner. Some cards from the Future Sight set have

alternate frames in which the mana symbols appear to the left of the art. Paying an object’s mana

cost requires matching the color of any colored mana symbols as well as paying the generic mana

indicated in the cost.

203.1a A copy of an object copies that object’s mana cost. See rule 503, “Copying Objects.”

203.1b Some cards have no mana symbols where their mana cost would appear. This represents an

unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost

of a spell with no mana cost. Attempting to play a spell or ability that has an unpayable cost is a

legal action. However, attempting to pay an unpayable cost is an illegal action.

If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still

unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows

you to play a spell without paying its mana cost, the alternative cost may be paid.

203.1c Lands normally have no mana cost. Lands are played without paying any costs.

203.1d Tokens have no mana cost unless the effect that creates them specifies otherwise.

203.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of

its frame.

203.2a Objects with no colored mana symbols in their mana costs are colorless.

203.2b An object with two or more different colored mana symbols in its mana cost is each of the

colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is

not a requirement for a card to be multicolored.

203.2c The five colors are white, blue, black, red, and green. The white mana symbol is represented

by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.

Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2}

is colorless, and one with a mana cost of {2}{W}{B} is both white and black.

203.2d If a player is asked to choose a color, he or she must choose one of the five colors.

“Multicolored” is not a color.

203.2e An object with one or more hybrid mana symbols in its mana cost is each of the colors of

that mana symbol, in addition to any other colors the object might be. Most cards with hybrid

mana symbols in their mana costs are printed in a two-tone frame. See rule 104.3f.

203.3. The converted mana cost of an object is a number equal to the total amount of mana in its mana

cost, regardless of color. Some effects ask a player to pay mana equal to an object’s converted mana

cost; this cost may be paid with any combination of colored and/or colorless mana, regardless of the

colors in the object’s mana cost.

Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5.

203.3a The converted mana cost of an object with no mana cost is 0.

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203.3b When calculating the converted mana cost of an object with an {X} in its mana cost, X is

treated as 0 while the object is not on the stack, and X is treated as the number chosen for it

while the object is on the stack.

203.4. Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana

cost. (See rule 409, “Playing Spells and Activated Abilities.”) Such costs are paid at the same time

as the spell’s other costs.

204. Illustration

204.1. The illustration is printed on the upper half of a card and has no game significance. For example,

a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted as flying.

205. Type Line

205.1. The card type (and subtype and supertype, if applicable) of a card is printed directly below the

illustration. (See rule 212, “Card Type, Supertype, and Subtype.”)

205.2. Card Types

205.2a The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and

tribal.

205.2b Some objects have more than one card type (for example, an artifact creature). Such objects

satisfy the criteria for any effect that applies to any of their card types.

205.3. Subtypes

205.3a A card can have one or more subtypes printed on its type line.

205.3b Subtypes are always single words and are listed after a long dash. Each word after the dash

is a separate subtype.

205.3c Subtypes of a [card type] object are also called [card type] types. For example, creature

subtypes are also called creature types. Objects may have multiple subtypes.

Example: “Basic Land — Mountain” means the card is a land with the Mountain

subtype. “Creature — Goblin Wizard” means the card is a creature with the subtypes

Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the

subtype Equipment.

205.3d Artifact, enchantment, land, and planeswalker each have their own unique set of possible

subtypes. Instant and sorcery share their lists of subtypes; these subtypes are called spell types.

Creature and tribal also share their lists of subtypes; these subtypes are called creature types.

(You can find complete lists of subtypes in the glossary at the end of this document under

“Creature Types,” “Land Types,” and so on.)

205.3e If a card with multiple card types has one or more subtypes, each subtype is correlated to its

appropriate card type.

Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land

type, and Dryad is a creature type.

205.4. Supertypes

205.4a A card can also have one or more supertypes. These are printed directly before its card

types. If an object’s card types or subtypes change, any supertypes it has are kept, although they

may not be relevant to the new card type.

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205.4b Any land with the supertype “basic” is a basic land. Any land that doesn’t have this

supertype is a nonbasic land.

Example: Note that cards printed in sets prior to the Eighth Edition core set didn’t use

the word “basic” to indicate a basic land. Cards from those sets with the following

names are basic lands: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest,

Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-

Covered Swamp.

205.4c Any permanent with the supertype “legendary” is subject to the state-based effect for

legendary permanents, also called the “legend rule” (see rule 420.5e).

205.4d Any permanent with the supertype “world” is subject to the state-based effect for world

permanents, also called the “world rule” (see rule 420.5i).

205.4e Any permanent with the supertype “snow” is a snow permanent. Any permanent that doesn’t

have this supertype is a nonsnow permanent, regardless of its name.

206. Expansion Symbol

206.1. The expansion symbol indicates which Magic set a card is from. It’s normally printed below the

right edge of the illustration.

206.2. The color of the expansion symbol indicates the rarity of the card within its set. A gold symbol

indicates the card is rare. A silver expansion symbol indicates the card is uncommon. A black or

white expansion symbol indicates the card is common or is a basic land. A purple expansion symbol

signifies a special rarity; to date, only the Time Spiral™ “timeshifted” cards, which were rarer than

that set’s rare cards, have had purple expansion symbols. (Prior to the Exodus™ set, all expansion

symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, Magic core sets

didn’t have expansion symbols at all.)

206.3. A spell or ability that affects cards from a particular set “looks” only for that set’s expansion

symbol. A card reprinted in the core set receives the core set’s expansion symbol. Any reprinted

version of the card no longer counts as part of its original set unless it was reprinted with that set’s

expansion symbol. The first five editions of the core set had no expansion symbol.

207. Text Box

207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the

card’s abilities.

207.2. The text box may also contain italicized reminder text (in parentheses), which summarizes a rule

that applies to that card, and italicized flavor text, which has no game function, but like the

illustration, adds artistic appeal to the game.

207.3. A guild icon appears in the text box of many Ravnica® block cards. These cards either have the

specified guild’s exclusive mechanic or somehow relate to the two colors associated with that guild.

Guild icons have no effect on game play.

208. Power/Toughness

208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first

number is its power (the amount of damage it deals in combat); the second is its toughness (the

amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and

toughness 3. Power and toughness can be modified or set to particular values by effects.

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208.2. Some creature cards have power and/or toughness represented by a * instead of a number. The

object has a characteristic-defining ability that sets its power and/or toughness according to some

stated condition. This ability functions in all zones. If the ability needs to use a number that can’t be

determined, use 0 instead of that number.

Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It says “As

Lost Order of Jarkeld comes into play, choose an opponent” and “Lost Order of Jarkeld’s

power and toughness are each equal to 1 plus the number of creatures that opponent

controls.” While Lost Order of Jarkeld isn’t in play, there won’t be a chosen opponent. Its

power and toughness will each be equal to 1 plus 0, so it’s a 1/1.

208.3. A noncreature permanent has no power or toughness, even if it’s a card with a power and

toughness printed on it (such as a Licid that’s become an Aura).

209. Loyalty

209.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its

loyalty while it’s not in play, and it also indicates that the planeswalker comes into play with that many loyalty counters on it.

210. Information Below the Text Box

210.1. Each card features text printed below the text box that has no effect on game play.

210.1a The illustration credit for a card is printed on the first line below the text box. It follows the abbreviation “Illus.” or, in more recent years, a paintbrush icon.

210.1b Legal text (the fine print at the bottom of the card) lists the trademark and copyright

information.

210.1c Some card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set], immediately following the legal text.

211. [This section has been intentionally left blank to preserve the ordering of other rules.]

212. Card Type, Supertype, and Subtype

212.1. General

212.1a Cards, tokens, permanents, and spells can all have card types, supertypes, and subtypes.

Abilities don’t have card types, supertypes, or subtypes. Instead, there are various categories of

abilities. (See rule 402, “Abilities.”)

212.1b. When an object’s card type changes, the new card type(s) replaces any existing card types.

Counters, effects, and damage affecting the object remain with it, even if they are meaningless

to the new card type. Similarly, when one or more of an object’s subtypes changes, the new

subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types,

artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is

removed, the subtypes correlated with that card type will remain if they are also the subtypes of

a card type the object currently has; otherwise, they are also removed for the entire time the

object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.

212.1c Some effects change an object’s card type, supertype, or subtype but specify that the object

retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types,

supertypes, and subtypes are retained. This rule applies to effects that use the phrase “in addition

to its types” or that state that something is “still a [card type].” Some effects state that an object

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becomes an “artifact creature”; these effects also allow the object to retain all of its prior card

types and subtypes.

Example: An ability reads, “All lands are 1/1 creatures that are still lands.” The

affected lands now have two card types: creature and land. If there were any lands that

were also artifacts before the ability’s effect applied to them, those lands would become

“artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows

them to retain both the card type “artifact” and the card type “land.”

Example: An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is

both an artifact and an enchantment, it will become an “artifact enchantment creature.”

212.1d An object’s supertype is independent of its card type and subtype. Changing an object’s card

type or subtype won’t change its supertype. Changing an object’s supertype won’t change its

card type or subtype. When an object gains or loses a supertype, it retains any other supertypes

it had.

Example: An ability reads, “All lands are 1/1 creatures that are still lands.” If any of

the affected lands were legendary, they are still legendary.

212.1e If an instruction requires choosing a subtype, you must choose one, and only one, existing

subtype, and the subtype you choose must be for the appropriate card type. For example, you

can’t choose a land type if an instruction requires choosing a creature type. (Use the Oracle card

reference to determine whether a creature type exists; see rule 200.2. You can also find

complete lists of subtypes in the glossary at the end of this document under “Creature Types,”

“Land Types,” etc.)

Example: When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but

“Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck”

can’t be chosen because they aren’t creature types.

212.2. Artifacts

212.2a A player who has priority may play an artifact card from his or her hand during a main phase of his or her turn when the stack is empty. Playing an artifact as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)

212.2b When an artifact spell resolves, its controller puts it into play under his or her control.

212.2c Artifact subtypes are always a single word and are listed after a long dash: “Artifact —

Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple

subtypes. (You can find the complete list of artifact subtypes under “Artifact Types” in the

glossary at the end of this document.)

212.2d Artifacts have no characteristics specific to their card type. Most artifacts have no colored

mana symbols in their mana costs, and are therefore colorless. However, there is no correlation

between being colorless and being an artifact: artifacts may be colored, and colorless objects

may be card types other than artifact.

212.2e Artifact creatures combine the characteristics of both creatures and artifacts, and are subject

to spells and abilities that affect either or both card types.

212.2f Artifact lands combine the characteristics of both lands and artifacts, and are subject to spells

and abilities that affect either or both card types. Artifact lands can only be played as lands.

They can’t be played as spells.

212.2g Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature.

It can’t legally be attached to an object that isn’t a creature.

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212.2h An Equipment is played and comes into play just like any other artifact. An Equipment

doesn’t come into play attached to a creature. The equip keyword ability moves the Equipment

onto a creature you control (see rule 502.33, “Equip”). Control of the creature matters only

when the equip ability is played and when it resolves. The creature to which the Equipment is to

be moved must be able to be equipped by it. If it can’t, the Equipment doesn’t move.

212.2i An Equipment that’s also a creature can’t equip a creature. Equipment that loses the subtype

“Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips

an illegal or nonexistent permanent becomes unattached from that permanent but remains in

play. (This is a state-based effect. See rule 420.)

212.2j The creature an Equipment is attached to is called the “equipped creature.” The Equipment is

attached to, or “equips,” that creature.

212.2k An Equipment’s controller is separate from the equipped creature’s controller; the two need

not be the same. Changing control of the creature doesn’t change control of the Equipment, and

vice versa. Only the Equipment’s controller can play its abilities. However, if the Equipment

adds an ability to the equipped creature (with “gains” or “has”), the equipped creature’s

controller is the only one who can play that ability.

212.2m Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It

can’t legally be attached to an object that isn’t a land. Rules 212.2h–k apply to Fortifications in

relation to lands just as they apply to Equipment in relation to creatures. Fortification’s analog

to the equip keyword ability is the fortify keyword ability. (See rule 502.65, “Fortify.”)

212.3. Creatures

212.3a A player who has priority may play a creature card from his or her hand during a main phase

of his or her turn when the stack is empty. Playing a creature as a spell uses the stack. (See rule

409, “Playing Spells and Activated Abilities.”)

212.3b When a creature spell resolves, its controller puts it into play under his or her control.

212.3c Creature subtypes are always a single word and are listed after a long dash: “Creature —

Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called

creature types. Creatures may have multiple subtypes. (You can find the complete list of

creature subtypes under “Creature Types” in the glossary at the end of this document.)

Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes

Goblin and Wizard.

212.3d Power and toughness are characteristics only creatures have. A creature’s power is the

amount of damage it deals in combat, and its toughness is the amount of damage needed to

destroy it. To determine a creature’s power and toughness, start with the numbers printed in its

lower right corner, then apply any applicable continuous effects. (See rule 418.5, “Interaction of

Continuous Effects.”)

212.3e Creatures can attack and block. (See rule 308, “Declare Attackers Step,” and rule 309,

“Declare Blockers Step.”)

212.3f A creature’s activated ability with the tap symbol in its activation cost can’t be played unless

the creature has been under its controller’s control since the start of his or her most recent turn.

A creature can’t attack unless it has been under its controller’s control since the start of his or

her most recent turn. This rule is informally called the “summoning sickness” rule. Ignore this

rule for creatures with haste (see rule 502.5).

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212.3g Creature lands combine the characteristics of both lands and creatures, and are subject to

spells and abilities that affect either or both card types. Creature lands can only be played as

lands. They can’t be played as spells.

212.4. Enchantments

212.4a A player who has priority may play an enchantment card from his or her hand during a main

phase of his or her turn when the stack is empty. Playing an enchantment as a spell uses the

stack. (See rule 409, “Playing Spells and Activated Abilities.”)

212.4b When an enchantment spell resolves, its controller puts it into play under his or her control.

212.4c Enchantment subtypes are always a single word and are listed after a long dash:

“Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment

subtypes are also called enchantment types. Enchantments may have multiple subtypes. (You

can find the complete list of enchantment subtypes under “Enchantment Types” in the glossary

at the end of this document.)

212.4d Some enchantments have the subtype “Aura.” An Aura comes into play attached to an object

or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule

502.45, “Enchant”). Other effects can limit what a permanent can be enchanted by.

212.4e An Aura spell requires a target, which is restricted by its enchant ability.

212.4f If an Aura is enchanting an illegal object or player, the object it was attached to no longer

exists, or the player it was attached to has left the game, the Aura is put into its owner’s

graveyard. (This is a state-based effect. See rule 420.)

212.4g An Aura can’t enchant itself, and an Aura that’s also a creature can’t enchant anything. If

this occurs somehow, the Aura is put into its owner’s graveyard. (This is a state-based effect.

See rule 420.)

212.4h The object or player an Aura is attached to is called enchanted. The Aura is attached to, or

“enchants,” that object or player.

212.4i An Aura’s controller is separate from the enchanted object’s controller; the two need not be

the same. Changing control of the object doesn’t change control of the Aura, and vice versa.

Only the Aura’s controller can play its abilities. However, if the Aura adds an ability to the

enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who

can play that ability.

212.4j If an Aura is coming into play by any means other than by being played and the effect

putting it into play doesn’t specify the object or player the Aura will enchant, the player putting

it into play chooses what it will enchant as the Aura comes into play. The player must choose a

legal object or player according to the Aura’s enchant ability and any other applicable effects. If

the player can’t make a legal choice, the Aura remains in its current zone, unless that zone is the

stack. In that case, the Aura is put into its owner’s graveyard instead of coming into play.

212.4k If an effect attempts to attach an Aura in play to an object or player, that object or player

must be able to be enchanted by it. If the object or player can’t be, the Aura doesn’t move.

212.5. Instants

212.5a A player who has priority may play an instant card from his or her hand. Playing an instant

as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)

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212.5b When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put

into its owner’s graveyard.

212.5c Instant subtypes are always a single word and are listed after a long dash: “Instant —

Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same

as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple

subtypes. (You can find the complete list of instant subtypes under “Spell Types” in the glossary

at the end of this document.)

212.5d Instants can’t come into play. If an instant would come into play, it remains in its previous

zone instead.

212.5e If text states that a player may do something “any time he or she could play an instant,” it

means only that the player must have priority. The player doesn’t need to have an instant he or

she could actually play.

212.6. Lands

212.6a Playing a land card is a special action (see 408.2d). To play a land card, the player simply puts it into play. The land card doesn’t go on the stack, and is never a spell, so players can’t respond to it with instants or activated abilities.

212.6b A player who has priority may choose to play a land card from his or her hand during a main

phase of his or her turn, when the stack is empty. Continuous effects may allow the player to play land cards from other zones this way, or to play land cards at other times.

212.6c A player may normally play only one land card during his or her turn; however, continuous

effects may increase this number. If any such effects exist, the player announces which effect, or this rule, applies to each land play as it happens.

212.6d A player can’t play a land, for any reason, if it isn’t his or her turn. Ignore any part of an

effect that instructs a player to do so. Similarly, a player can’t play a land, for any reason, if that player has used all of his or her land plays for that turn. Ignore any part of an effect that instructs a player to do so.

212.6e Effects may also allow players to “put” lands into play. This isn’t the same as “playing a

land” and doesn’t count as a player’s one land played during his or her turn.

212.6f Land subtypes are always a single word and are listed after a long dash. Land subtypes are

also called land types. Lands may have multiple subtypes. (You can find the complete list of

land subtypes under “Land Types” in the glossary at the end of this document.)

Example: “Basic Land — Mountain” means the card is a land with the Mountain

subtype.

212.6g The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the

words “basic land type,” it’s referring to one of these subtypes. A land with a basic land type

has an intrinsic ability to produce colored mana. (See rule 406, “Mana Abilities.”) The land is

treated as if its text box included, “{T}: Add [mana symbol] to your mana pool,” even if the text

box doesn’t actually contain text or the card has no text box. Plains produce white mana;

Islands, blue; Swamps, black; Mountains, red; and Forests, green.

212.6h If an effect changes a land’s subtype to one or more of the basic land types, the land no

longer has its old land type. It loses all abilities generated from its rules text and its old land

types, and it gains the appropriate mana ability for each new basic land type. Note that this

doesn’t remove any abilities that were granted to the land by other effects. Changing a land’s

subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic,

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legendary, and snow) the land may have. If a land gains one or more land types in addition to its

own, it keeps its land types and rules text, and it gains the new land types and mana abilities.

212.6i Any land with the supertype “basic” is a basic land. Any land that doesn’t have this

supertype is a nonbasic land.

212.6j If an object is both a land and another card type, it can be played only as a land. It can’t be

played as a spell.

212.7. Sorceries

212.7a A player who has priority may play a sorcery card from his or her hand during a main phase

of his or her turn when the stack is empty. Playing a sorcery as a spell uses the stack. (See rule

409, “Playing Spells and Activated Abilities.”)

212.7b When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put

into its owner’s graveyard.

212.7c Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery —

Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same

as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple

subtypes. (You can find the complete list of sorcery subtypes under “Spell Types” in the

glossary at the end of this document.)

212.7d Sorceries can’t come into play. If a sorcery would come into play, it remains in its previous

zone instead.

212.7e If a spell, ability, or effect states that a player can do something only “any time he or she

could play a sorcery,” it means only that the player must have priority, it must be during the

main phase of his or her turn, and the stack must be empty. The player doesn’t need to have a

sorcery he or she could actually play.

212.8. Tribals

212.8a Each tribal card has another card type. Playing and resolving a tribal card follows the rules

for playing and resolving a card of the other card type.

212.8b Tribal subtypes are always a single word and are listed after a long dash: “Tribal

Enchantment — Merfolk.” The set of tribal subtypes is the same as the set of creature subtypes;

these subtypes are called creature types. Tribals may have multiple subtypes. (You can find the

complete list of tribal subtypes under “Creature Types” in the glossary at the end of this

document.)

212.9. Planeswalkers

212.9a A player who has priority may play a planeswalker card from his or her hand during a main

phase of his or her turn when the stack is empty. Playing a planeswalker as a spell uses the

stack. (See rule 409, “Playing Spells and Activated Abilities.”)

212.9b When a planeswalker spell resolves, its controller puts it into play under his or her control.

212.9c Planeswalker subtypes are always a single word and are listed after a long dash:

“Planeswalker — Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes

are also called planeswalker types. Planeswalkers may have multiple subtypes. (You can find

the complete list of planeswalker subtypes under “Planeswalker Types” in the glossary at the

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end of this document.) If two or more planeswalkers that share a planeswalker type are in play,

all are put into their owners’ graveyards as a state-based effect. See rule 420.5.

212.9d Loyalty is a characteristic only planeswalkers have. The loyalty of a planeswalker not in

play is equal to the number printed in its lower right corner. The loyalty of a planeswalker in

play is equal to the number of loyalty counters on it. A planeswalker is treated as if its text box

included, “This permanent comes into play with a number of loyalty counters on it equal to its

printed loyalty number”; this ability creates a replacement effect (see rule 419.1). As a

planeswalker gains or loses loyalty, loyalty counters are put on it or removed from it,

respectively. Damage dealt to a planeswalker results in that many loyalty counters being

removed from it. If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard as a state-

based effect. See rule 420.5.

212.9e Planeswalkers can be attacked. (See rule 308, “Declare Attackers Step.”)

212.9f Each planeswalker has a number of activated abilities. A player may play an activated ability of a planeswalker only during a main phase of his or her turn, when he or she has priority and the stack is empty, and only if none of its activated abilities have been played that turn. The cost to play an activated ability of a planeswalker is to put on or remove from that planeswalker a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. An ability with a negative loyalty cost can’t be played unless the planeswalker has at least that many loyalty counters on it.

212.9g If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see rule 419.6c) and is subject to the normal rules for ordering replacement effects (see rule 419.9). The opponent chooses whether to redirect the damage as the redirection effect is applied.

213. Spells

213.1. Every nonland card is a spell while it’s being played (see rule 409, “Playing Spells and Activated

Abilities”) and while it’s on the stack. Once it’s played, a card remains a spell until it resolves, is

countered, or otherwise leaves the stack. For more information, see rule 401, “Spells on the Stack.”

213.2. A spell’s card type, supertype, and subtype are the same as those of its card.

213.3. The term “spell” is used to refer to a card, or a copy of a spell or card, while it’s on the stack.

213.4. Every spell has a controller. By default, a spell’s controller is the player who played it.

213.5. If an effect changes any characteristics of a spell that becomes a permanent, the effect continues

to apply to the permanent when the spell resolves.

Example: If an effect changes a black creature spell to white, the creature is white when it

comes into play and remains white for the duration of the effect changing its color.

214. Permanents

214.1. A permanent is a card or token in play. Permanents stay in play unless moved to another zone by

an effect or rule. There are five permanent types: artifact, creature, enchantment, land, and

planeswalker. Instant and sorcery cards can’t come into play. Some tribal cards can come into play

and some can’t, depending on their other card types.

214.1a The term “permanent card” is used to refer to a card that could be put into play. Specifically,

it means an artifact, creature, enchantment, land, or planeswalker card.

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214.1b If a permanent somehow loses all its permanent types, it remains in play. It’s still a

permanent.

214.2. A nontoken permanent’s card types, supertypes, and subtypes are the same as those printed on its

card. A token’s card types, supertypes, and subtypes are set by the spell or ability that created it.

214.3. A card or token becomes a permanent when it comes into play and it stops being a permanent

when it leaves play. Permanents come into play untapped. The term “permanent” is used to refer to

a card or token while it’s in play. The term “card” isn’t used to refer to a card that’s in play as a

permanent; rather, it’s used to refer to a card that’s not in play or on the stack, such as a creature

card in a player’s hand. For more information, see rule 217, “Zones.”

214.4. Every permanent has a controller. By default, a permanent’s controller is the player who put it

into play.

214.5. Every permanent has a value in each of three status categories: tapped/untapped,

flipped/unflipped, and face up/face down. By default, a permanent comes into play untapped,

unflipped, and face up. For more information, see rule 510, “Status.”

215. Life

215.1. Each player begins the game with a life total of 20. In a Two-Headed Giant game, each team

begins the game with a shared life total of 30 instead; see rule 606, “Two-Headed Giant Variant.”

215.2. Damage dealt to a player causes that player to lose that much life.

215.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.

215.4. If a cost or effect allows a player to pay life, the player may do so only if his or her life total is

equal to or greater than the amount of the payment. If a player pays life, the payment is subtracted

from his or her life total.

215.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary

amount of life to end up with the new total.

215.6. If a player has 0 or less life, that player loses the game as a state-based effect. See rule 420.5.

216. Tokens

216.1. Some effects put tokens into play. A token is controlled by whomever put it into play and owned

by the controller of the spell or ability that created it. (If no player controlled the effect that created

it, the token is owned by whomever put it into play.) The spell or ability may define any number of

characteristics for the token. This becomes the token’s “text.” The characteristics defined this way

are functionally equivalent to the characteristics that are printed on a card; for example, they define

the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or

ability that created it.

216.1a A spell or ability that creates a creature token sets both its name and its creature type. If the

spell or ability doesn’t specify the name of the creature token, its name is the same as its

creature type(s). A “Goblin Scout creature token,” for example, is named “Goblin Scout” and

has the creature subtypes Goblin and Scout. Once a token is in play, changing its name doesn’t

change its creature type, and vice versa.

216.2. A token is subject to anything that affects permanents in general or that affects the token’s card

type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that

came from a Magic booster pack).

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216.3. A token in a zone other than the in-play zone ceases to exist. This is a state-based effect. (Note

that a token changing zones sets off triggered abilities before the token ceases to exist.)

216.4 A token that has left play can’t come back into play. If such a token would return to play, it

remains in its current zone instead. It ceases to exist the next time state-based effects are checked.

217. Zones

217.1. A zone is a place where objects can be during a game. There are normally six zones: library,

hand, graveyard, in play, stack, and removed from the game. Some older cards also use the ante and

phased-out zones. Each player has his or her own library, hand, and graveyard. The other zones are

shared by all players.

217.1a If an object would go to any library, graveyard, or hand other than its owner’s, it goes to the

corresponding zone of its owner’s instead. If an instant or sorcery card would come into play, it

remains in its previous zone instead.

217.1b The order of objects in a library, in a graveyard, or on the stack can’t be changed except

when effects or rules allow it. Objects in other zones can be arranged however their owners

wish, although who controls those objects, whether they’re tapped or flipped, and what other

objects are attached to them must remain clear to all players.

217.1c An object that moves from one zone to another is treated as a new object. Effects connected

with its previous location will no longer affect it. There are four exceptions to this rule: (1)

Effects that change the characteristics of an artifact, creature, enchantment, or planeswalker

spell on the stack will continue to apply to the permanent that spell creates. (2) Abilities that

trigger when an object moves from one zone to another (for example, “When Rancor is put into

a graveyard from play”) can find the object in the zone it moved to when the ability triggered.

(3) Prevention effects that apply to damage from an artifact, creature, enchantment, or

planeswalker spell on the stack will continue to apply to damage from the permanent that spell

becomes. (4) Permanents that phase out or in “remember” their earlier states. See rule 217.8c.

217.1d If an object would move from one zone to another, first determine what event is moving the

object. Then apply any appropriate replacement effects to that event. If an effect or rule tries to

do two or more contradictory or mutually exclusive things to a particular object, that object’s

controller—or its owner if it has no controller—chooses what the effect does to the object. Then

the event moves the object.

217.1e An object is outside the game if it’s in the removed-from-the-game zone, or if it isn’t in any

of the game’s zones. All other objects are inside the game. Outside the game is not a zone.

217.1f If an object in the removed-from-the-game zone is removed from the game, it doesn’t change

zones, but it is treated as a new object that has just been removed from the game.

217.2. Library

217.2a When a game begins, each player’s deck becomes his or her library.

217.2b Each library must be kept in a single face-down pile. Players can’t look at or change the

order of cards in a library.

217.2c Any player may count the number of cards remaining in any player’s library at any time.

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217.2d If an effect puts two or more cards on the top or bottom of a library at the same time, the

owner of those cards may arrange them in any order. That library’s owner doesn’t reveal the

order in which the cards go into his or her library.

217.2e Some effects tell a player to play with the top card of his or her library revealed. If the top

card of the player’s library changes while a spell or ability is being played, the new top card

won’t be revealed until the spell or ability becomes played (see rule 409.1i).

217.2f If a spell or ability causes a card to be drawn while another spell or ability is being played,

the drawn card is kept face down until that spell or ability becomes played (see rule 409.1i).

217.3. Hand

217.3a The hand is where a player holds cards that have been drawn but not yet played. At the

beginning of the game, each player draws a hand of seven cards. (See rule 101, “Starting the

Game.”)

217.3b Each player has a maximum hand size, which is normally seven cards. A player may have

any number of cards in his or her hand, but as part of his or her cleanup step, the player must

discard excess cards down to the maximum hand size.

217.3c A player may arrange his or her hand in any convenient fashion and look at it as much as he

or she wishes. A player can’t look at the cards in another player’s hand but may count those

cards at any time.

217.4. Graveyard

217.4a A graveyard is a discard pile. Any object that’s countered, discarded, destroyed, or sacrificed

is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished resolving.

Each player’s graveyard starts out empty.

217.4b Each graveyard is kept in a single face-up pile. A player can examine the cards in any

graveyard at any time but can’t change their order.

217.4c If an effect or rule puts two or more cards into the same graveyard at the same time, the

owner of those cards may arrange them in any order.

217.5. In Play

217.5a Most of the area between the players represents the in-play zone. The in-play zone starts out

empty. Permanents a player controls are normally kept in front of him or her in the in-play zone,

though there are some cases (such as an Aura attached to another player’s permanent) when a

permanent one player controls is kept closer to a different player.

217.5b A spell or ability affects and checks only the in-play zone unless it specifically mentions a

player or another zone. Permanents exist only in the in-play zone.

217.5c Whenever a permanent enters the in-play zone, it’s considered a brand-new permanent and

has no relationship to any previous permanent represented by the same object. This is also true

for any objects entering any zone (see rule 217.1c).

217.5d An object not in the in-play zone isn’t “in play” and isn’t considered tapped or untapped.

Objects that aren’t either in play or on the stack aren’t controlled by any player.

217.6. Stack

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217.6a When a spell is played, the physical card is put on the stack. When an ability is played, it

goes on top of the stack without any card associated with it(see rule 409.1a).

217.6b The stack keeps track of the order that spells and/or abilities were added to it. Each time an

object is put on the stack, it’s put on top of all objects already there. (See rule 408, “Timing of

Spells and Abilities.”)

217.6c Each spell has all the characteristics of the card associated with it. Each activated or

triggered ability that’s on the stack has the text of the ability that created it and no other

characteristics. The controller of a spell is the person who played the spell. The controller of an

activated ability is the player who played the ability. The controller of a triggered ability is the

player who controlled the ability’s source when it triggered, unless it’s a delayed triggered

ability. The controller of a delayed triggered ability is the player who controlled the spell or

ability that created it.

217.6d When all players pass in succession, the top (last-added) spell or ability on the stack

resolves. If the stack is empty when all players pass, the current step or phase ends and the next

begins.

217.6e Combat damage also uses the stack, in the same way as other objects that use the stack.

217.7. Removed from the Game

217.7a Objects can be removed from the game. Some effects may provide a way for a card to return

to a zone and use the term “set aside.” Cards that are set aside this way are still removed from

the game, even though that removal may be temporary. Objects that aren’t cards that would

return to a zone remain removed from the game instead.

217.7b Cards in the removed-from-the-game zone are kept face up and may be examined by any

player at any time. Cards “removed from the game face down” can’t be examined by any player

except when instructions allow it.

217.7c Cards that might return to play should be kept in separate piles to keep track of their

respective ways of returning.

217.7d A card may have one ability printed on it that removes one or more cards from the game,

and another ability that refers either to “the removed cards” or to cards “removed from the game

with [name].” These abilities are linked: the second refers only to cards in the removed-from-

the-game zone removed as a result of the first. If another object gains a pair of linked abilities,

the abilities will be similarly linked on that object. They can’t be linked to any other ability,

regardless of what other abilities the object may currently have or may have had in the past.

Example: Arc-Slogger has the ability “{R}: Remove the top ten cards of your library

from the game: Arc-Slogger deals 2 damage to target creature or player.” Sisters of

Stone Death has the ability “{B}{G}: Remove from the game target creature blocking or

blocked by Sisters of Stone Death” and the ability “{2}{B}: Put a creature card removed

from the game with Sisters of Stone Death into play under your control.” Quicksilver

Elemental has the ability “{U}: Quicksilver Elemental gains all activated abilities of

target creature until end of turn.” If a player has Quicksilver Elemental gain Arc-

Slogger’s ability, plays it, then has Quicksilver Elemental gain Sisters of Stone Death’s

abilities, plays the remove-from-game ability, and then plays the return-to-play ability,

only the creature card Quicksilver Elemental removed from the game with Sisters of

Stone Death’s ability can be returned to play. Creature cards Quicksilver Elemental

removed from the game with Arc-Slogger’s ability can’t be returned.

217.7e If an object in the removed-from-the-game zone is removed from the game, it doesn’t

change zones, but it is treated as a new object that has just been removed from the game.

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217.8. Phased Out

217.8a Permanents that phase out are placed in the phased-out zone. (See rule 502.15, “Phasing.”)

217.8b Face-up objects in the phased-out zone may be examined by any player at any time. Face-

down objects in the phased-out zone are covered by the rules for face-down permanents. (See

rule 502.26, “Morph,” and rule 504, “Face-Down Spells and Permanents.”)

217.8c Phased-out objects are not in play, so they do not count as tapped or untapped, nor are they

controlled by anyone. However, an object in this zone “remembers” the state of the permanent

as it phased out and returns to play in the same state as when it left. (See rule 502.15,

“Phasing.”)

217.8d Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420,

“State-Based Effects”). Any phased-out Auras, Equipment, or Fortifications that were attached

to those tokens remain phased out for the rest of the game.

217.9. Ante

217.9a Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.”

Playing Magic games for ante is now considered an optional variation on the game, and it’s

allowed only where it’s not forbidden by law or by other rules. Playing for ante is strictly

forbidden under the DCI Universal Tournament Rules

(www.wizards.com/default.asp?x=dci/doccenter/home).

217.9b When playing for ante, each player puts one random card from his or her deck into the ante

zone at the beginning of the game. Cards in the ante zone may be examined by any player at any

time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.

217.9c A few cards have the text “Remove [this card] from your deck before playing if you’re not

playing for ante.” These are the only cards that can add or remove cards from a player’s ante

zone or change a card’s owner.

217.9d To ante an object is to put that object into the ante zone from whichever zone it’s currently

in. The owner of an object is the only person who can ante that object.

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3. Turn Structure

300. General

300.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat

main, and end. Each of these phases takes place every turn, even if nothing happens during the

phase. The beginning, combat, and end phases are further broken down into steps, which proceed in

order.

300.2. A phase or step ends when the stack is empty and all players pass in succession. No game events

can occur between turns, phases, or steps. Simply having the stack become empty doesn’t cause the

phase or step to end; all players have to pass with the stack empty. Because of this, each player gets

a chance to add new things to the stack before the current phase or step ends.

300.3. When a phase ends (but not a step), any unused mana left in a player’s mana pool is lost. That

player loses 1 life for each one mana lost this way. This is called mana burn. Mana burn is loss of

life, not damage, so it can’t be prevented or altered by effects that affect damage. This game action

doesn’t use the stack. (See rule 406, “Mana Abilities.”)

300.4. When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire.

When a phase or step begins, any effects scheduled to last “until” that phase or step expire. Effects

that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end

of combat step. Effects that last “until end of turn” are subject to special rules; see rule 314.2.

300.5. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step are

added to the stack.

300.6. Some effects can give a player extra turns. They do this by adding the turns directly after the

current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single

turn, the extra turns are added one at a time. The most recently created turn will be taken first.

300.7. Some effects can add phases to a turn. They do this by adding the phases directly after the

specified phase. If multiple extra phases are created after the same phase, the most recently created

phase will occur first.

300.8. Some effects can add steps to a phase. They do this by adding the steps directly after a specified

step (or directly before a specified step). If multiple extra steps are created after the same step, the

most recently created step will occur first.

300.9. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to

proceed past it as though it didn’t exist. See rule 419.6e and rule 419.6f.

301. Beginning Phase

301.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.

302. Untap Step

302.1. First, all permanents with phasing that the active player controls phase out, and all phased-out

objects that the active player controlled when they phased out simultaneously phase in (this game

action doesn’t use the stack). See rule 217.8, “Phased Out,” and rule 502.15, “Phasing.”

302.2. Next the active player determines which permanents he or she controls will untap. Then he or

she untaps them all simultaneously (this game action doesn’t use the stack). Normally, all of a

player’s permanents untap, but effects can keep one or more of a player’s permanents from

untapping.

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302.3. No player receives priority during the untap step, so no spells or abilities can be played or

resolved. Any ability that triggers during this step will be held until the next time a player would

receive priority, which is usually during the upkeep step. (See rule 303, “Upkeep Step.”)

303. Upkeep Step

303.1. As the upkeep step begins, any abilities that trigger at the beginning of that upkeep step and any

abilities that triggered during the turn’s untap step go on the stack. (See rule 410, “Handling

Triggered Abilities.”) Then the active player gets priority and players may play spells and abilities.

304. Draw Step

304.1. First, the active player draws a card. This game action doesn’t use the stack. Then any abilities

that trigger at the beginning of the draw step and any other abilities that have triggered go on the

stack. Then the active player gets priority and players may play spells and abilities.

305. Main Phase

305.1. There are two main phases in a turn. In each turn, the first main phase, known as the precombat

main phase, and the second main phase, known as the postcombat main phase, are separated by the

combat phase (see rule 306, “Combat Phase”). The precombat and postcombat main phases are

individually and collectively known as the main phase.

305.2. The main phase has no steps, so a main phase ends when all players pass in succession while the

stack is empty. (See rule 300.2.)

305.3. As the main phase begins, any abilities that trigger at the beginning of that main phase go on the

stack. (See rule 410, “Handling Triggered Abilities.”) Then the active player gets priority and

players may play spells and abilities. (This is the only phase in which a player can normally play

artifact, creature, enchantment, planeswalker, and sorcery spells, and only the active player may

play these spells.)

305.4. During either main phase, the active player may play one land card from his or her hand if the

stack is empty, if the player has priority, and if he or she hasn’t yet taken this special action this

turn. (See rule 212.6, “Lands.”) This action doesn’t use the stack and it isn’t a spell or ability of any

kind. It can’t be countered, and players can’t respond to it with instants or activated abilities.

306. Combat Phase

306.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers,

declare blockers, combat damage, and end of combat. The declare blockers and combat damage

steps are skipped if no creatures are declared as attackers or put into play attacking (see rule 308.5).

There are two combat damage steps if any attacking or blocking creature has first strike (see rule

502.2) or double strike (see rule 502.28).

306.2. During the combat phase, the active player is the attacking player; creatures that player controls

may attack. As the combat phase starts, the active player chooses one of his or her opponents. The

chosen opponent is the defending player; that player and planeswalkers he or she controls may be

attacked. Some multiplayer games allow the active player to attack multiple other players. See rule

602, “Attack Multiple Players Option,” and rule 606, “Two-Headed Giant Variant.”

306.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked.

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306.3a If an effect would put a noncreature permanent into play attacking or blocking, the permanent does come into play but it’s never considered to be an attacking or blocking permanent.

306.4. A creature or planeswalker is removed from combat if it leaves play (such as by being destroyed

or removed from the game); if its controller changes; if it stops being a creature or planeswalker, respectively; or if an effect removes it from combat. A creature is also removed from combat if it regenerates (see rule 419.6b). A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that’s removed from combat stops being attacked.

306.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that

would have kept that creature from attacking or blocking don’t remove the creature from

combat.

306.4b Tapping or untapping a creature that’s already been declared as an attacker or blocker

doesn’t remove it from combat and doesn’t prevent its combat damage.

306.4c If a creature is attacking a planeswalker, removing that planeswalker from combat doesn’t

remove that creature from combat. It continues to be an attacking creature, although it is

attacking neither a player nor a planeswalker. It may be blocked. If it is unblocked, it will deal

no combat damage.

306.5. An attacking creature is attacking alone if no other creatures are attacking. A blocking creature is blocking alone if no other creatures are blocking.

307. Beginning of Combat Step

307.1. As the beginning of combat step begins, any abilities that trigger at the beginning of combat go

on the stack. (See rule 410, “Handling Triggered Abilities.”) Then the active player gets priority and

players may play spells and abilities.

308. Declare Attackers Step

308.1. As the declare attackers step begins, the active player declares attackers. This game action

doesn’t use the stack. If the defending player controls any planeswalkers, or the game allows the

active player to attack multiple other players, he or she declares which player or planeswalker each

creature is attacking. Effects from a creature that refer to a defending player refer only to the

defending player it’s attacking (if it’s attacking a player) or the controller of the planeswalker it’s

attacking (if it’s attacking a planeswalker). Then any abilities that triggered on attackers being

declared go on the stack. (See rule 410, “Handling Triggered Abilities.”) Then the active player gets

priority and players may play spells and abilities.

308.2. To declare attackers, the active player follows the steps below, in order. If at any point during the

declaration of attackers, the active player is unable to comply with any of the steps listed below, the

declaration was illegal; the game returns to the moment before the declaration (see rule 422,

“Handling Illegal Actions,” and rule 500, “Legal Attacks and Blocks”).

308.2a For each untapped creature the active player controls that he or she has controlled

continuously since the beginning of the turn or that has haste, that player either chooses not to attack with it, or chooses an opponent or a planeswalker controlled by an opponent for that creature to attack. Then he or she determines whether this set of attackers is legal. (See rule 500, “Legal Attacks and Blocks.”)

308.2b If any of the chosen creatures have banding or a bands with other ability, the active player

announces which creatures, if any, are banded with which. (See rule 502.10, “Banding.”)

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308.2c The active player taps the chosen creatures. Tapping a creature when it’s declared as an

attacker isn’t a cost; attacking simply causes creatures to become tapped.

308.2d If any of the creatures require paying costs to attack, the active player determines the total

cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents,

discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects

would change the total cost after this time, ignore this change.

308.2e If any of the costs require mana, the active player then has a chance to play mana abilities

(see rule 411, “Playing Mana Abilities”).

308.2f Once the player has enough mana in his or her mana pool, he or she pays all costs in any

order. Partial payments are not allowed.

308.2g Each chosen creature becomes an attacking creature if all costs have been paid, but only if

it’s still controlled by the active player. It remains an attacking creature until it’s removed from

combat or the combat phase ends, whichever comes first. See rule 306.4.

308.3. Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an

attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to

match the ability’s trigger condition.

Example: A permanent has the ability “Whenever a green creature attacks, destroy that

creature at end of combat.” If a blue creature attacks and is later turned green, the ability

will not trigger.

308.4. If a creature is put into play attacking, its controller chooses which defending player or which planeswalker a defending player controls it’s attacking as it comes into play (unless the effect that put it into play specifies what it’s attacking). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.”

308.5. If no creatures are declared as attackers or put into play attacking, skip the declare blockers and

combat damage steps.

309. Declare Blockers Step

309.1. As the declare blockers step begins, the defending player declares blockers (this game action

doesn’t use the stack). Then any abilities that triggered on blockers being declared go on the stack.

(See rule 410, “Handling Triggered Abilities.”) Then the active player gets priority and players may

play spells and abilities.

309.2. To declare blockers, the defending player follows the steps below, in order. If at any point during

the declaration of blockers, the defending player is unable to comply with any of the steps listed

below, the declaration was illegal; the game returns to the moment before the declaration (see rule

422, “Handling Illegal Actions,” and rule 500, “Legal Attacks and Blocks”).

309.2a For each untapped creature the defending player controls, that player either chooses not to block with it, or chooses one creature for it to block that’s attacking him, her, or a planeswalker he or she controls. Then he or she determines whether this set of blocks is legal. (See rule 500, “Legal Attacks and Blocks.”)

309.2b If any of the creatures require paying costs to block, the defending player determines the

total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents,

discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects

would change the total cost after this time, ignore this change.

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309.2c If any of the costs require mana, the defending player then has a chance to play mana

abilities (see rule 411, “Playing Mana Abilities”).

309.2d Once the player has enough mana in his or her mana pool, he or she pays all costs in any

order. Partial payments are not allowed.

309.2e Each chosen creature becomes a blocking creature, but only if it’s controlled by the

defending player. Each one is blocking the attacking creature chosen for it. It remains a blocking

creature until it’s removed from combat or the combat phase ends, whichever comes first. See

rule 306.4.

309.2f An attacking creature with one or more creatures declared as blockers for it becomes a

blocked creature; one with no blockers becomes an unblocked creature. This remains unchanged

until the creature is removed from combat or the combat phase ends, whichever comes first.

(Some effects can change whether a creature is blocked or unblocked.)

309.3. Abilities that trigger on a creature blocking trigger only at the point the creature is declared as a

blocker. They will not trigger if a creature blocks, and then that creature’s characteristics change to

match the ability’s trigger condition.

309.4. Abilities that trigger on a creature becoming blocked trigger only at the first point the creature

becomes blocked that combat. They will trigger if a creature becomes blocked by a creature

declared as a blocker, by a creature that’s put into play as a blocker, or by an effect, but only if the

attacking creature hadn’t yet been blocked that combat. They will not trigger if a creature becomes

blocked, and then the blocking creature’s characteristics change to match the ability’s trigger

condition.

Example: A creature has the ability “Whenever this creature becomes blocked by a white

creature, destroy that creature at end of combat.” If that creature is blocked by a black

creature that is later turned white, the ability will not trigger.

309.5. If a creature is put into play blocking, its controller chooses which attacking creature it’s blocking as it comes into play (unless the effect that put it into play specifies what it’s blocking). Such creatures are “blocking” but, for the purposes of trigger events and effects, they never “blocked.”

310. Combat Damage Step

310.1. As the combat damage step begins, the active player announces how each attacking creature will

assign its combat damage. Then the defending player announces how each blocking creature will

assign its combat damage. All assignments of combat damage go on the stack as a single object.

Then any abilities that triggered on damage being assigned go on the stack. (See rule 410,

“Handling Triggered Abilities.”) Then the active player gets priority and players may play spells

and abilities.

310.2. A player may divide a creature’s combat damage as he or she chooses among the legal

recipients. Dividing combat damage is subject to the following restrictions:

310.2a Each attacking creature and each blocking creature will assign combat damage equal to its

power. Creatures that would assign 0 or less damage this way don’t assign combat damage at

all.

310.2b An unblocked attacking creature that’s attacking a player will assign all its combat damage

to the defending player. An unblocked attacking creature that’s attacking a planeswalker will

assign all its combat damage to the planeswalker it’s attacking. If the creature isn’t currently

attacking anything (if, for example, it was attacking a planeswalker that has left play), it will

assign no combat damage.

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310.2c A blocked creature will assign combat damage, divided as its controller chooses, to the

creatures blocking it. If no creatures are currently blocking it (if, for example, they were

destroyed or removed from combat), it will assign no combat damage.

310.2d A blocking creature will assign combat damage, divided as its controller chooses, to the

attacking creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they

were destroyed or removed from combat), it will assign no combat damage.

310.2e An effect that states a creature deals its combat damage in a different manner than normal

affects the assignment of combat damage.

310.3. Although combat-damage assignments go on the stack as an object, they aren’t spells or abilities,

so they can’t be countered.

310.4. Combat damage resolves as an object on the stack. When it resolves, it’s all dealt at once, as

originally assigned. The combat damage object is then removed from the stack and ceases to exist.

After combat damage finishes resolving, the active player gets priority.

310.4a Combat damage is dealt as it was originally assigned even if the creature dealing damage is

no longer in play, its power has changed, or the creature receiving damage has left combat.

310.4b The source of the combat damage is the creature as it currently exists, if it’s still in play. If

it’s no longer in play, its last known information is used to determine its characteristics.

310.4c If a creature or planeswalker that was assigned combat damage is no longer in play, or is

neither a creature nor planeswalker, the damage assigned to it isn’t dealt.

310.5. At the start of the combat damage step, if at least one attacking or blocking creature has first

strike (see rule 502.2) or double strike (see rule 502.28), creatures without first strike or double

strike don’t assign combat damage. Instead of proceeding to end of combat, the phase gets a second

combat damage step (see rule 310.1) to handle the remaining creatures. In the second combat

damage step, any attackers and blockers that didn’t assign combat damage in the first step, plus any

creatures with double strike, assign their combat damage.

311. End of Combat Step

311.1. As the end of combat step begins, all “at end of combat” abilities trigger and go on the stack.

(See rule 410, “Handling Triggered Abilities.”) Then the active player gets priority and players may

play spells and abilities.

311.2. As soon as the end of combat step ends, all creatures and planeswalkers are removed from

combat. After the end of combat step ends, the combat phase is over and the postcombat main phase

begins.

312. End Phase

312.1. The end phase consists of two steps: end of turn and cleanup.

313. End of Turn Step

313.1. As the end of turn step begins, all abilities that trigger “at end of turn” go on the stack. (See rule

410, “Handling Triggered Abilities.”) Then the active player gets priority and players may play

spells and abilities.

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313.2. If “at end of turn”-triggered abilities are created or if cards with “at end of turn”-triggered

abilities come into play after preexisting ones have already gone on the stack at the beginning of the

end of turn step, those abilities won’t go on the stack until the next turn’s end phase. In other words,

the step doesn’t “back up” so new “at end of turn”-triggered abilities can go on the stack. This only

applies to triggered abilities that say “at end of turn.” It doesn’t apply to continuous effects whose

durations say “until end of turn” or “this turn.” (See rule 314, “Cleanup Step.”)

314. Cleanup Step

314.1. If the active player’s hand contains more cards than his or her maximum hand size (normally

seven), he or she discards enough cards to reduce the hand size to that number (this game action

doesn’t use the stack).

314.2. After discarding, the following actions happen simultaneously: all damage is removed from

permanents and all “until end of turn” and “this turn” effects end (this game action doesn’t use the

stack).

314.3. If the conditions for any state-based effects exist or if any triggered abilities are waiting to be put

onto the stack, the active player gets priority and players may play spells and abilities. Once the

stack is empty and all players pass, another cleanup step begins. Otherwise, no player receives

priority and the step ends.

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4. Spells, Abilities, and Effects

400. General

400.1. An ability is something an object does or can do. Abilities generate effects. An object’s abilities

are defined in the object’s text box (if it has one) or by the effect that created the object. Abilities

can also be granted to objects by effects or rules. Reminder text and flavor text are not abilities.

Reminder text and flavor text always appear in italics.

400.2. Spells, activated abilities, and triggered abilities generate effects when they resolve. Static

abilities generate continuous effects. Text itself is never an effect.

401. Spells on the Stack

401.1. A card on the stack is a spell. As the first step of being played, the card becomes a spell and goes

on the stack from the zone it was played from (usually the player’s hand). (See rule 217.6, “Stack.”)

401.1a A copy of a spell is also a spell, even if it has no card associated with it.

401.2. A spell stops being a spell when it resolves (see rule 413, “Resolving Spells and Abilities”), is

countered (see rule 414, “Countering Spells and Abilities”), or otherwise leaves the stack.

Example: A played creature card is a creature spell until it resolves, is countered, or leaves

the stack.

401.3. Instant and sorcery spells have abilities, just like any other objects. These abilities are

instructions that are followed when the spells resolve, unless the instructions can only be applied at

some other time.

Example: Some abilities that are not followed when the spell resolves are activated abilities

or triggered abilities, any abilities that define the zone from which it can be played (see rule

401.4), any abilities that apply while the spell is in a zone from which it can be played (see

rule 401.5), or any abilities that apply while the spell is on the stack (see rule 401.6).

401.4. Any object can have static abilities that allow it to be played from a zone other than a player’s

hand. These abilities are active while the object is in that zone.

401.5. Any object can have static abilities that apply while the object is in a zone from which it can be

played. These include restrictions on playing the object and abilities that allow the object to be

played at a time that it otherwise could not or in a manner that it otherwise could not.

401.6. Any spell can have static abilities that apply while the spell is on the stack. These include, but

are not limited to, additional costs, alternative costs, and cost reductions. See rule 409, “Playing

Spells and Activated Abilities.”

401.7. As the final part of an instant or sorcery spell’s resolution, the card is put into its owner’s

graveyard. As the final part of an artifact, creature, enchantment, or planeswalker spell’s resolution,

the card becomes a permanent and is put into the in-play zone under the control of the spell’s

controller. (See rule 413, “Resolving Spells and Activated Abilities.”) If any spell is countered, the

card is put into its owner’s graveyard as part of the resolution of the countering spell or ability.

402. Abilities

402.1. An ability is text on an object that’s not reminder text or flavor text (see rule 400.1). The result

of following such an instruction is an effect. (See rule 416, “Effects.”) Abilities can affect the

objects they’re on; they can also affect other objects and/or players. Abilities can grant abilities to

other objects or to the objects they’re on; they do so when the words “has,” “have,” “gains,” or

“gain” are used.

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402.2. There are three general categories of abilities: activated, triggered, and static. Activated and

triggered abilities can also be mana abilities. Abilities can generate one-shot effects or continuous

effects. Some effects are replacement effects or prevention effects.

402.3. Abilities can be beneficial or detrimental.

Example: “[This creature] can’t block” is an ability.

402.4. An additional cost or alternative cost to play a card is an ability of the card.

402.5. An ability isn’t a spell and therefore can’t be countered by anything that counters only spells.

Abilities can be countered by effects that specifically counter abilities, as well as by the rules (for

example, an ability with one or more targets is countered if all its targets become illegal).

402.6. Once activated or triggered, an ability exists independently of its source as an ability on the

stack. Destruction or removal of the source after that time won’t affect the ability. Note that some

abilities cause a source to do something (for example, “Prodigal Sorcerer deals 1 damage to target

creature or player”) rather than the ability doing anything directly. In these cases, any activated or

triggered ability that references information about the source because the effect needs to be divided

checks that information when the ability is put onto the stack. Otherwise, it will check that

information when it resolves. In both instances, if the source is no longer in play, its last known

information is used.

402.7. An object may have multiple abilities. Aside from certain defined abilities that may be strung

together on a single line (see rule 502, “Keyword Abilities”), each paragraph break in a card’s text

marks a separate ability. An object may also have multiple instances of the same ability. Each

instance functions independently. This may or may not produce more effects than a single instance;

refer to the specific ability for more information.

402.8. Abilities of an instant or sorcery usually function only while the object is on the stack. Abilities

of all other objects usually function only while that object is in play. The exceptions are as follows:

402.8a Characteristic-defining abilities function in all zones. (See rule 405.2.)

402.8b An ability that states which zones it functions in functions only from those zones.

402.8c An ability of an object that modifies what it costs to play functions on the stack.

402.8d An object’s ability that restricts or modifies how that object can be played functions in any

zone from which it could be played.

402.8e An object’s ability that modifies how it comes into play functions as that object is coming

into play. See rule 419.6i.

402.8f An object’s activated ability that has a cost that can’t be paid while the object is in play

functions from any zone in which its cost can be paid.

402.8g A trigger condition that can trigger only in a zone other than the in-play zone triggers from

that zone. Other trigger conditions of the same triggered ability may function in different zones.

Example: Absolver Thrull has the ability “When Absolver Thrull comes into play or the

creature it haunts is put into a graveyard, destroy target enchantment.” The first trigger

condition triggers from the in-play zone and the second trigger condition functions from

the removed-from-the-game zone. (See rule 502.51, “Haunt.”)

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402.8h An ability whose cost or effect specifies that it moves the object it’s on out of a particular

zone functions only in that zone, unless that ability’s trigger condition, or a previous part of that

ability’s cost or effect, specifies that the object is put into that zone.

Example: Necrosavant says “{3}{B}{B}, Sacrifice a creature: Return Necrosavant from

your graveyard to play. Play this ability only during your upkeep.” A player may play

this ability only if Necrosavant is in his or her graveyard.

403. Activated Abilities

403.1. An activated ability is written as “[cost]: [effect].” The activation cost is everything before the

colon (:). An ability’s activation cost must be paid by the player who is playing it.

403.2. Only an object’s controller (or its owner, if it doesn’t have a controller) can play its activated

ability unless the object specifically says otherwise.

403.3. If an activated ability has a restriction on its use (for example, “Play this ability only once each

turn”), the restriction continues to apply to that object even if its controller changes.

403.4. A creature’s activated ability with the tap symbol ({T}) in its activation cost can’t be played

unless the creature has been under its controller’s control since the start of his or her most recent

turn. Ignore this rule for creatures with haste (see rule 502.5).

403.5. Activated abilities that read “Play this ability only any time you could play a sorcery” mean the

player must follow the timing rules for playing a sorcery spell, though the ability isn’t actually a

sorcery. Activated abilities that read “Play this ability only any time you could play an instant”

mean the player must follow the timing rules for playing an instant spell, though the ability isn’t

actually an instant.

404. Triggered Abilities

404.1. A triggered ability begins with the word “when,” “whenever,” or “at.” The phrase containing one

of these words is the trigger condition, which defines the trigger event.

404.2. Triggered abilities aren’t played. Instead, a triggered ability automatically “triggers” each time

its trigger event occurs. Once an ability has triggered, it goes on the stack the next time a player

would receive priority. See rule 408.1, “Timing, Priority, and the Stack,” and rule 410, “Handling

Triggered Abilities.”

404.3. A triggered ability may read “When/Whenever/At . . . , if [condition], [effect].” The ability

checks for the stated condition to be true when the trigger event occurs. If it is, the ability triggers.

On resolution, the ability rechecks the condition. If the condition isn’t true at either of those times,

the ability does nothing. This rule is referred to as the “intervening ‘if’ clause” rule. Note that the

word “if” has only its normal English meaning anywhere else in the text of a card; this rule only

applies to an “if” that immediately follows a trigger condition.

404.4. An effect may create a delayed triggered ability that can do something at a later time. A delayed

triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin

the ability.

404.4a Delayed triggered abilities come from spells or other abilities that create them on resolution.

That means a delayed triggered ability won’t trigger until it has actually been created, even if its

trigger event occurred just beforehand. Other events that happen earlier may make the trigger

event impossible.

Example: Part of an effect reads “When this creature leaves play,” but the creature in

question leaves play before the spell or ability creating the effect resolves. In this case,

the delayed ability never triggers.

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Example: If an effect reads “When this creature becomes untapped” and the named

creature becomes untapped before the effect resolves, the ability waits for the next time

that creature untaps.

404.4b A delayed triggered ability will trigger only once—the next time its trigger event occurs—

unless it has a stated duration, such as “this turn.”

404.4c A delayed triggered ability that refers to a particular object still affects it even if the object

changes characteristics.

Example: An ability that reads “Destroy that creature at end of turn” will destroy the

permanent even if it’s no longer a creature during the end of turn step.

404.4d A delayed triggered ability that refers to a particular permanent will fail if the permanent

leaves play (even if it returns again before the specified time). Similarly, abilities that create a

one-shot effect that applies to an object in a particular zone will fail if the object leaves that

zone.

Example: An ability that reads “Remove this creature from the game at end of turn”

won’t do anything if the creature leaves play before the end of turn step.

404.4e The source of a delayed triggered ability created by a spell is that spell. The source of a delayed

triggered ability created by another ability is the same as the source of that other ability. The

controller of a delayed triggered ability is the same as the controller of the spell or ability that

created it, even if that player no longer controls its source.

404.5. Some objects have a static ability that’s linked to a triggered ability. These objects combine both

abilities into one paragraph, with the static ability first, followed by the triggered ability. A very few

objects have triggered abilities which are written with the trigger condition in the middle of the

ability, rather than at the beginning.

Example: An ability that reads “Reveal the first card you draw each turn. Whenever you

reveal a basic land card this way, draw a card” is a static ability linked to a triggered

ability.

Example: An ability that reads “The controller of enchanted creature sacrifices it at the end

of his or her turn” is a triggered ability.

405. Static Abilities

405.1. A static ability does something all the time rather than being activated or triggered. The ability

isn’t played—it just “exists.” Such abilities apply only while the ability is on a permanent in play,

unless the ability is covered by rule 402.8.

405.2. Some objects have intrinsic static abilities that define the object’s colors, subtypes, power, or

toughness. These abilities are characteristic-defining abilities, and they function in all zones.

Abilities of an object that affect the characteristics of another object are not characteristic-defining

abilities. Neither are abilities that an object grants to itself, or abilities that set the values of such

characteristics only if certain conditions are met. See rule 201, “Characteristics,” and rule 418.5a.

406. Mana Abilities

406.1. A mana ability is either (a) an activated ability without a target that could put mana into a

player’s mana pool when it resolves or (b) a triggered ability without a target that triggers from a

mana ability and could produce additional mana. A mana ability can generate other effects at the

same time it produces mana.

406.2. Spells that put mana into a player’s mana pool aren’t mana abilities. They’re played and resolved

exactly like any other spells.

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406.3. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.

Example: A permanent has an ability that reads “{T}: Add {G} to your mana pool for each

creature you control.” This is still a mana ability even if you control no creatures or if the

permanent is already tapped.

406.4. A mana ability can be activated or triggered. Mana abilities are played and resolved like other

abilities, but they don’t go on the stack, so they can’t be countered or responded to. See rule 411,

“Playing Mana Abilities,” and rule 408.2, “Actions That Don’t Use the Stack.”

406.5. Abilities that produce mana but trigger from events other than playing mana abilities do use the

stack. So do abilities that don’t produce mana but trigger on playing mana abilities.

406.6. If a mana ability would produce one or more mana of an undefined type, it produces no mana

instead.

Example: If you control no lands, an ability that reads “{T}: Add to your mana pool one

mana of any type that a land you control could produce” will not produce any mana.

407. Adding and Removing Abilities

407.1. Effects can add or remove abilities of objects. An effect that adds an ability will state that the

object “gains” or “has” that ability. An effect that removes an ability will state that the object

“loses” that ability. If two or more effects add and remove the same ability, in general the most

recent one prevails. (See rule 418.5, “Interaction of Continuous Effects.”)

407.2. An effect that sets an object’s characteristic, or simply states a quality of that object, is different

from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be

removed by another effect. If an effect defines a characteristic of the object (“[permanent] is

[characteristic value]”), it’s not granting an ability. (See rule 405.2.)

Example: An effect reads, “Enchanted creature has ‘This creature is an artifact creature.’”

This effect grants an ability to the creature that can be removed by other effects. Another

effect reads, “Enchanted creature is an artifact creature.” This effect simply defines a

characteristic of the creature. It doesn’t grant an ability, so effects that would cause the

creature to lose its abilities wouldn’t cause the enchanted creature to stop being an artifact.

407.3. Effects that remove an ability remove all instances of it.

Example: If a creature with flying is enchanted with Flight, it has two instances of the flying

ability. A single effect that reads “Target creature loses flying” will remove both.

408. Timing of Spells and Abilities

408.1. Timing, Priority, and the Stack

408.1a Spells and activated abilities can be played only at certain times and follow a set of rules for

doing so.

408.1b Spells and activated abilities are played by players (if they choose) using a system of

priority, while other kinds of abilities and effects are automatically generated by the game rules.

Each time a player would get priority, all applicable state-based effects resolve first as a single

event (see rule 420, “State-Based Effects”). Then, if any new state-based effects have been

generated, they resolve as a single event. This process repeats until no more applicable state-

based effects are generated. Then triggered abilities are added to the stack (see rule 410,

“Handling Triggered Abilities”). These steps repeat in order until no further state-based effects

or triggered abilities are generated. Then the player who would have received priority does so

and may play a spell or ability, take a special action (such as playing a land), or pass, as

governed by the rules for that phase or step.

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408.1c The active player gets priority at the beginning of most phases and steps, after any game

actions are dealt with and abilities that trigger at the beginning of that phase or step go on the

stack. No player gets priority during the untap step and players usually don’t get priority during

the cleanup step (see rule 314.3). The player with priority may play a spell or ability, take a

special action, or pass. If he or she plays a spell or ability, or takes a special action, the player

again receives priority; otherwise, the next player in turn order receives priority. If all players

pass in succession (that is, if all players pass without taking any actions in between passing), the

top object on the stack resolves, then the active player receives priority. If the stack is empty

when all players pass in succession, the phase or step ends and the next one begins.

408.1d A player may play an instant spell or an activated ability any time he or she has priority.

Spells other than instants may be played during a player’s main phase, when that player has

priority and the stack is empty.

408.1e When a spell is played, it goes on top of the stack. When an activated ability is played, it

goes on top of the stack.

408.1f Triggered abilities can trigger at any time, including during the playing or resolution of a

spell or another ability. However, nothing actually happens at the time the abilities trigger. Each

time a player would receive priority, each ability that has triggered is put on the stack (if it

hasn’t already been put on the stack). Then the player gets priority and may play spells or

abilities. (See rule 410, “Handling Triggered Abilities.”)

408.1g Combat damage goes on the stack once it’s been assigned. For more information, see rule

310, “Combat Damage Step.”

408.1h Static abilities aren’t played—they continuously affect the game. Priority doesn’t apply to

them. (See rule 405, “Static Abilities,” rule 418, “Continuous Effects,” and rule 419,

“Replacement and Prevention Effects.”)

408.1i Special actions don’t use the stack. The special actions are playing a land (see rule 408.2d),

turning a face-down creature face up (see rule 408.2h), ending continuous effects or stopping

delayed triggered abilities (see rule 408.2i), ignoring continuous effects (see rule 408.2j), and

removing a card with suspend in your hand from the game (see rule 408.2k).

408.2. Actions That Don’t Use the Stack

408.2a Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may

create delayed triggered abilities, however, and these may go on the stack when they trigger (see

rule 404.4).

408.2b Static abilities continuously generate effects and don’t go on the stack.

408.2c State-based effects (see rule 420) resolve whenever a player would receive priority as long

as the required game condition is true.

408.2d Playing a land is a special action consisting of putting that land into play. (See rule 212.6, “Lands.”) A player can choose to perform this special action only during a main phase of his or her turn, when he or she has priority and the stack is empty. If a player had priority before playing a land, that player gets priority after this special action.

408.2e Mana abilities resolve immediately. If a mana ability produces both mana and another effect,

both the mana and the other effect happen immediately. If a player had priority before a mana

ability was played, that player gets priority after it resolves. (See rule 406, “Mana Abilities.”)

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408.2f Characteristic-defining abilities, such as “[This object] is red,” are simply read and followed

as applicable. (See also rule 405.2.)

408.2g Game actions don’t use the stack. The game actions are phasing in and out at the start of the

untap step (see rule 302.1), untapping at the start of the untap step (see rule 302.2), drawing a

card at the start of the draw step (see rule 304.1), declaring attackers at the start of the declare

attackers step (see rule 308.1), declaring blockers at the start of the declare blockers step (see

rule 309.1), the active player discarding down to his or her maximum hand size at the start of

the cleanup step (see rule 314.1), removing damage from permanents and ending “until end of

turn effects during the cleanup step (see rule 314.2), and mana burn as each phase ends (see rule

300.3).

408.2h The controller of a face-down permanent may turn it face up. This is a special action. (See

rule 504, “Face-Down Spells and Permanents.”) A player can turn a face-down permanent face

up only when he or she has priority. That player gets priority after this special action.

408.2i Some effects allow a player to take an action at a later time, usually to end a continuous

effect or to stop a delayed triggered ability. This is a special action. A player can end a

continuous effect or stop a delayed triggered ability only if the effect or ability allows it and

only when he or she has priority. The player who took the action gets priority after this special

action.

408.2j Some effects from static abilities allow a player to take an action to ignore the effect from

that ability for a duration. This is a special action. A player can take an action to ignore an effect

only when he or she has priority. The player who took the action gets priority after this special

action.

408.2k A player who has a card with suspend in his or her hand may remove that card from the

game. This is a special action. (See rule 502.59, “Suspend.”) A player can remove a card with

suspend in his or her hand from the game only when he or she has priority. That player gets

priority after this special action.

409. Playing Spells and Activated Abilities

409.1. Playing a spell or activated ability follows the steps listed below, in order. If, at any point during

the playing of a spell or ability, a player is unable to comply with any of the steps listed below, the

spell was played illegally; the game returns to the moment before that spell or ability was played

(see rule 422, “Handling Illegal Actions”). Announcements and payments can’t be altered after

they’ve been made.

409.1a The player announces that he or she is playing the spell or activated ability. It moves from

the zone it’s in to the stack and remains there until it’s countered or resolves. In the case of

spells, the physical card goes onto the stack. In the case of activated abilities, the ability goes

onto the stack without any card associated with it. If the ability is being played from a hidden

zone, the card with that ability is revealed. Each spell has all the characteristics of the card

associated with it. Each activated ability on the stack has the text of the ability that created it,

and no other characteristics. The controller of a spell is the player who played the spell. The

controller of an activated ability is the player who played the ability.

409.1b If the spell or ability is modal (uses the phrase “Choose one —,” “Choose two —,”or

“[specified player] chooses one —”), the player announces the mode choice. If the player

wishes to splice any cards onto the spell (see rule 502.40), he or she reveals those cards in his or

her hand. If the spell or ability has a variable mana cost (indicated by {X}) or some other

variable cost, the player announces the value of that variable at this time. If the spell or ability

has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the

player announces his or her intentions to pay any or all of those costs (see rule 409.1f). You

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can’t apply two alternative methods of playing or two alternative costs to a single spell or

ability. Previously made choices (such as choosing to play a spell with flashback from his or her

graveyard or choosing to play a creature with morph face down) may restrict the player’s

options when making these choices.

409.1c If the spell or ability requires any targets, the player first announces how many targets he or

she will choose (if the spell or ability has a variable number of targets), then announces the

targets themselves. A player can’t play a spell or ability unless he or she chooses the required

number of legal targets. The same target can’t be chosen multiple times for any one instance of

the word “target” on the spell or ability. If the spell or ability uses the word “target” in multiple

places, the same object, player, or zone can be chosen once for each instance of the word

“target” (as long as it fits the targeting criteria).

Example: If an ability reads “Tap two target creatures,” then the same target can’t be

chosen twice; the ability requires two different legal targets. An ability that reads

“Destroy target artifact and target land,” however, can target the same artifact land

twice because it uses the word “target” in multiple places.

409.1d If the spell or ability targets one or more targets only if an alternative, additional, or special

cost (such as a buyback or kicker cost) is paid for it, or if a particular mode is chosen for it, its

controller chooses those targets only if he or she announced the intention to pay that cost or

chose that mode. Otherwise, the spell or ability is played as though it did not have those targets.

409.1e If the spell or ability affects several targets in different ways, the player announces how it

will affect each target. If the spell or ability requires the player to divide or distribute an effect

(such as damage or counters) among one or more targets, or any number of untargeted objects or

players, the player announces the division. Each of these targets, objects, or players must

receive at least one of whatever is being divided.

409.1f The player determines the total cost of the spell or ability. Usually this is just the mana cost

(for spells) or activation cost (for abilities). Some cards list additional or alternative costs in

their text. Some effects may increase or reduce the cost to pay, or may provide other alternative

costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding

cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all

additional costs and cost increases, and minus all cost reductions. If the mana component of the

total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be

reduced to less than {0}. Once the total cost is determined, it becomes “locked in.” If effects

would change the total cost after this time, they have no effect.

409.1g If the total cost includes a mana payment, the player then has a chance to play mana abilities

(see rule 411, “Playing Mana Abilities”). Mana abilities must be played before costs are paid.

409.1h The player pays the total cost in any order. Partial payments are not allowed. Unpayable

costs can’t be paid.

Example: You play Death Bomb, which costs {3}{B} and has an additional cost of

sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your

black spells cost {1} less to play. Because a spell’s total cost is “locked in” before

payments are actually made, you pay {2}{B}, not {3}{B}, even though you’re sacrificing

the Familiar.

409.1i Once the steps described in 409.1a–h are completed, the spell or ability becomes played. Any

abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. If

the spell or ability’s controller had priority before playing it, he or she gets priority.

409.2. Some spells and abilities specify that one of their controller’s opponents does something the

controller would normally do while it’s being played, such as choose a mode, choose targets, or

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choose how the spell or ability will affect its targets. In these cases, the opponent does so when the

spell or ability’s controller normally would do so.

409.2a If there is more than one opponent who could make such a choice, the spell or ability’s

controller decides which of those opponents will make the choice.

409.2b If the spell or ability instructs its controller and another player to do something at the same

time as the spell or ability is being played, the spell’s controller goes first, then the other player.

This is an exception to rule 103.4.

409.3. Playing a spell or ability that alters costs won’t do anything to spells and abilities that are already

on the stack.

409.4. A player can’t begin to play a spell or activated ability that’s prohibited from being played by an

effect.

409.4a If an effect allows a card that’s prohibited from being played to be played face down, and

the face-down spell would not be prohibited, that spell can be played face down. See rule 504,

“Face-Down Spells and Permanents.”

410. Handling Triggered Abilities

410.1. Because they aren’t played, triggered abilities can trigger even when it isn’t legal to play spells

and abilities, and effects that prevent abilities from being played don’t affect them.

410.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability

triggers. When a phase or step begins, all abilities that trigger “at the beginning of” that phase or

step trigger. The ability is controlled by the player who controlled its source at the time it

triggered,unless it’s a delayed triggered ability. The controller of a delayed triggered ability is the

player who controlled the spell or ability that created it. The ability doesn’t do anything when it

triggers, but it’s automatically put on the stack by its controller as soon as a player would receive

priority. Each triggered ability on the stack has the text of the ability that created it, and no other

characteristics.

410.2a If a triggered ability’s trigger condition is met, but the object with that triggered ability is at

no time visible to all players, the ability does not trigger.

410.3. If multiple abilities have triggered since the last time a player received priority, each player, in

APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses.

(See rule 103.4.) Then players once again check for and resolve state-based effects until none are

generated, then abilities that triggered during this process go on the stack. This process repeats until

no new state-based effects are generated and no abilities trigger. Then the appropriate player gets

priority.

410.4. When a triggered ability goes on the stack, the controller of the ability makes any choices that

would be required while playing an activated ability, following the same procedure (see rule 409,

“Playing Spells and Activated Abilities”). If no legal choice can be made (or if a rule or a

continuous effect otherwise makes the ability illegal), the ability is simply removed from the stack.

410.4a If a triggered ability is modal (that is, it uses the phrase “Choose one —” or “[specified

player] chooses one —”), its controller announces the mode choice when he or she puts the

ability on the stack. If one of the modes would be illegal to play (due to an inability to choose

legal targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is

removed from the stack.

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410.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of

your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of

whether their controller intends to exercise the ability’s option or not. The choice is made when the

ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a

player chooses to do something will go on the stack normally; the “unless” part of the ability is

dealt with when the ability resolves.

410.6. An ability triggers only once each time its trigger event occurs. However, it can trigger

repeatedly if one event contains multiple occurrences. See also rule 410.9.

Example: A permanent has an ability whose trigger condition reads, “Whenever a land is

put into a graveyard from play, . . . .” If someone plays a spell that destroys all lands, the

ability will trigger once for each land put into the graveyard during the spell’s resolution.

410.7. An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced

won’t trigger anything.

Example: An ability that triggers on damage being dealt won’t trigger if all the damage is

prevented.

410.8. Triggered abilities with a condition directly following the trigger event (for example,

“When/Whenever/At [trigger], if [condition], [effect]”), check for the condition to be true as part of

the trigger event; if it isn’t, the ability doesn’t trigger. The ability checks the condition again on

resolution. If it’s not satisfied, the ability does nothing. Note that this mirrors the check for legal

targets. Note that this rule doesn’t apply to any triggered ability with an “if” condition elsewhere

within its text. This rule is referred to as the “intervening ‘if’ clause” rule.

410.9. Some abilities trigger when creatures block or are blocked in combat. (See rules 306–311 and

rule 500, “Legal Attacks and Blocks.”) They may trigger once or repeatedly, depending on the

wording of the ability.

410.9a An ability that reads “Whenever [this creature] blocks, . . .” triggers only once each combat

for that creature, even if it blocks multiple creatures. It triggers only if the creature is declared as

a blocker.

410.9b An ability that reads “Whenever [this creature] blocks a creature, . . .” triggers once for each

attacking creature the creature with the ability blocks. It triggers only if the creature is declared

as a blocker.

410.9c An ability that reads “Whenever [this creature] becomes blocked, . . .” triggers only once

each combat for that creature, even if it’s blocked by multiple creatures. It will also trigger if an

effect causes a creature to block the attacking creature, but only if it hadn’t already been blocked

that combat. It will trigger if the creature becomes blocked by an effect rather than a creature.

410.9d An ability that reads “Whenever a creature blocks [this creature], . . .” triggers once for each

creature that blocks the named creature. It will also trigger if an effect causes a creature to block

the attacking creature, even if it had already been blocked that combat. It won’t trigger if the

creature becomes blocked by an effect rather than a creature.

410.9e If an ability triggers when a creature blocks or becomes blocked by a particular number of

creatures, the ability triggers if the creature blocks or is blocked by that many creatures when

blockers are declared. Effects that add or remove blockers can also cause such abilities to

trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a

certain number of creatures as well.

410.10. Trigger events that involve objects changing zones are called “zone-change triggers.” Many

abilities with zone-change triggers attempt to do something to that object after it changes zones.

During resolution, these abilities look for the object in the zone that it moved to. If the object is

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unable to be found in the zone it went to, the part of the ability attempting to do something to the

object will fail to do anything. The ability could be unable to find the object because the object

never entered the specified zone, because it left the zone before the ability resolved, or because it is

in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies

even if the object leaves the zone and returns again before the ability resolves.) The most common

zone-change triggers are comes-into-play triggers and leaves-play triggers.

410.10a Comes-into-play abilities trigger when a permanent enters the in-play zone. These are

written, “When [this object] comes into play, . . . “ or “Whenever a [type] comes into play, . . .”

Each time an event puts one or more permanents into play, all permanents in play (including the

newcomers) are checked for any comes-into-play triggers that match the event.

410.10b Continuous effects that modify characteristics of a permanent do so the moment the

permanent is in play (and not before then). The permanent is never in play with its unmodified

characteristics. Continuous effects don’t apply before the permanent is in play, however (see

rule 410.10e).

Example: If an effect reads “All lands are creatures” and a land card is played, the

effect makes the land card into a creature the moment it enters play, so it would trigger

abilities that trigger when a creature comes into play. Conversely, if an effect reads “All

creatures lose all abilities” and a creature card with a comes-into-play triggered ability

enters play, that effect will cause it to lose its abilities the moment it enters play, so the

comes-into-play ability won’t trigger.

410.10c Leaves-play abilities trigger when a permanent leaves the in-play zone. These are written

as, but aren’t limited to, “When [this object] leaves play, . . .” or “Whenever [something] is put

into a graveyard from play, . . . .” An ability that attempts to do something to the card that left

play checks for it only in the first zone that it went to.

410.10d Normally, objects that exist immediately after an event are checked to see if the event

matched any trigger conditions. Continuous effects that exist at that time are used to determine

what the trigger conditions are and what the objects involved in the event look like. However,

some triggered abilities must be treated specially because the object with the ability may no

longer be in play, may have moved to a hand or library, or may no longer be controlled by the

appropriate player. The game has to “look back in time” to determine if these abilities trigger.

Abilities that trigger specifically when an object leaves play, when an object is put into a hand

or library, or when a player loses control of an object will trigger based on their existence, and

the appearance of objects, prior to the event rather than afterward.

Example: Two creatures are in play along with an artifact that has the ability

“Whenever a creature is put into a graveyard from play, you gain 1 life.” Someone plays

a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability

triggers twice, even though the artifact goes to its owner’s graveyard at the same time as

the creatures.

410.10e Some permanents have text that reads “[This permanent] comes into play with . . . ,” “As

[this permanent] comes into play . . . ,” “[This permanent] comes into play as . . . ,” or “[This

permanent] comes into play tapped.” Such text is a static ability—not a triggered ability—

whose effect occurs as part of the event that puts the permanent into play.

410.10f Some Auras have triggered abilities that trigger on the enchanted permanent leaving play.

These triggered abilities can track the Aura to its owner’s graveyard in addition to tracking the

enchanted permanent to whatever zone it moved to.

410.11. Some triggered abilities trigger on a game state, such as a player controlling no permanents of a

particular card type, rather than triggering when an event occurs. These abilities trigger as soon as

the game state matches the condition. They’ll go onto the stack at the next available opportunity.

These are called state triggers. (Note that state triggers aren’t the same as state-based effects.) A

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state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has

otherwise left the stack. Then, if the object with the ability is still in the same zone and the game

state still matches its trigger condition, the ability will trigger again.

Example: A permanent’s ability reads, “Whenever you have no cards in hand, draw a

card.” If its controller plays the last card from his or her hand, the ability will trigger once

and won’t trigger again until it has resolved. If its controller plays a spell that reads

“Discard your hand, then draw that many cards,” the ability will trigger during the spell’s

resolution because the player’s hand was momentarily empty.

411. Playing Mana Abilities

411.1. To play a mana ability, the player announces that he or she is playing it and pays the activation

cost, following the steps in rules 409.1b–i. It resolves immediately after it is played and doesn’t go

on the stack. (See rule 408.2e.)

411.2. A player may play an activated mana ability whenever he or she has priority, or whenever he or

she is playing a spell or activated ability that requires a mana payment. A player may also play one

whenever a rule or effect asks for a mana payment, even in the middle of playing or resolving a

spell or ability.

411.3. Triggered mana abilities trigger when an activated mana ability is played. These abilities resolve

immediately after the mana ability that triggered them, without waiting for priority. If an activated

or triggered ability produces both mana and another effect, both the mana and the other effect

resolve immediately.

Example: An enchantment reads, “Whenever a player taps a land for mana, that player

adds one mana of that type to his or her mana pool.” If a player taps lands for mana while

playing a spell, the additional mana is added to the player’s mana pool immediately and can

be used to pay for the spell.

411.3a If a triggered mana ability adds mana “of the same type” or “of the same color” to a player’s

mana pool and the mana ability that triggered it produced more than one type or color of mana,

the player to whose mana pool the mana is being added chooses which type or color of mana the

triggered ability adds.

412. Handling Static Abilities

412.1. A static ability may generate a continuous effect or a prevention or replacement effect. These

effects last as long as the object with the static ability remains in the appropriate zone.

412.2. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re

attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is

moved to a different object, the ability stops applying to the original object and starts modifying the

new one.

412.3. Some static abilities apply while a spell is on the stack. These are often abilities that refer to

countering the spell. Also, abilities that say “As an additional cost to play . . . ,” “You may pay

[cost] rather than pay [this object]’s mana cost,” and “You may play [this object] without paying its

mana cost” work while a spell is on the stack.

412.4. Some static abilities apply while a card is in any zone that you could play it from (usually your

hand). These are limited to those that read, “You may play [this card] . . . ,” “You can’t play [this

card] . . . ,” and “Play [this card] only . . . .”

412.5. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known

information for purposes of determining how their effects are applied.

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413. Resolving Spells and Abilities

413.1. Each time all players pass in succession, the object (a spell, an ability, or combat damage) on top

of the stack resolves. (See rule 416, “Effects.”)

413.2. Resolution of a spell or ability may involve several steps. These steps are followed in the order

listed below.

413.2a If the spell or ability specifies targets, it checks whether the targets are still legal. A target

that’s moved out of the zone it was in when it was targeted is illegal. Other changes to the game

state may cause a target to no longer be legal; for example, its characteristics may have changed

or an effect may have changed the text of the spell. If the source of an ability has left the zone it

was in, its last known information is used during this process to determine its characteristics.

The spell or ability is countered if all its targets, for every instance of the word “target,” are now

illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets

that are still legal. If a target is illegal, the spell or ability can’t perform any actions on it or

make the target perform any actions.

Example: Aura Blast is a white instant that reads, “Destroy target enchantment. Draw a

card.” If the enchantment isn’t a legal target during Aura Blast’s resolution (say, if it

has gained protection from white or left play), then Aura Blast is countered. Its

controller doesn’t draw a card.

Example: Plague Spores reads, “Destroy target nonblack creature and target land.

They can’t be regenerated.” Suppose the same animated land is chosen both as the

nonblack creature and as the land, and the color of the creature land is changed to black

before Plague Spores resolves. Plagues Spores isn’t countered because the black

creature land is still a legal target for the “target land” part of the spell.

413.2b The controller of the spell or ability follows its instructions in the order written. However,

replacement effects may modify these actions. In some cases, later text on the card may modify

the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or

“Counter target spell. If that spell is countered this way, put it on top of its owner’s library

instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in

these cases—read the whole text and apply the rules of English to the text.

413.2c If an effect offers any choices other than choices already made as part of playing the spell or

ability, the player announces these while applying the effect. The player can’t choose an option

that’s illegal or impossible. (For example, a player can’t avoid the consequences of not taking an

optional action if he or she can’t meet all the immediate requirements of that action.) Drawing a

card is never considered an impossible action, even if there are no cards in the affected player's

library.

Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you

lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.

413.2d Some spells and abilities have multiple steps or actions, denoted by separate sentences or

clauses, that involve multiple players. In these cases, the choices for the first action are made in

APNAP order, and then the first action is processed simultaneously. Then the choices for the

second action are made in APNAP order, and then that action is processed simultaneously, and

so on. See rule 103.4.

413.2e If an effect gives a player the option to pay mana, he or she may play mana abilities before

taking that action. If an effect specifically instructs or allows a player to play a spell during

resolution, he or she does so by putting that spell on top of the stack, then continuing to play it

by following the steps in rules 409.1a–i, except no player receives priority after it’s played. The

currently resolving spell or ability then continues to resolve, which may include playing other

spells this way. No other spells or abilities can normally be played during resolution.

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413.2f If an effect requires information from the game (such as the number of creatures in play), the

answer is determined only once, when the effect is applied. If the effect requires information

from a specific object, including the source of the ability itself, the effect uses the current

information of that object if it hasn’t changed zones; otherwise, the effect uses the last known

information the object had before leaving the zone it was expected to be in. There are two

exceptions: (1) if an effect deals damage divided among some number of creatures or players,

the amount and division were determined as the spell or ability was put into the stack (see rule

402.6), and (2) static abilities can’t use last known information (see rule 412.5). If the ability

text states that an object does something, it’s the object as it exists—or as it most recently

existed—that does it, not the ability.

413.2g If an effect refers to certain characteristics, it checks only for the value of the specified

characteristics, regardless of any related ones an object may also have.

Example: An effect that reads “Destroy all black creatures” destroys a white-and-black

creature, but one that reads “Destroy all nonblack creatures” doesn’t.

413.2h If an ability’s effect refers to a specific untargeted object that has been previously referred to

by that ability’s cost or trigger condition, it still affects that object even if the object has changed

characteristics.

Example: Wall of Tears says “Whenever Wall of Tears blocks a creature, return that

creature to its owner’s hand at end of combat.” If Wall of Tears blocks a creature, then

that creature ceases to be a creature before the triggered ability resolves, the permanent

will still be returned to its owner’s hand.

413.2i A spell is put into play from the stack under the control of the spell’s controller (for

permanents) or is put into its owner’s graveyard from the stack (for instants and sorceries) as the

final step of the spell’s resolution. An ability is removed from the stack and ceases to exist as

the final step of its resolution.

413.2j If an effect could result in a tie, the text of the spell or ability that created the effect will

specify what to do in the event of a tie. The Magic game has no default for ties.

414. Countering Spells and Abilities

414.1. To counter a spell is to move the spell from the stack to its owner’s graveyard. Countering an

ability removes it from the stack. Spells and abilities that are countered don’t resolve and none of

their effects occur.

414.2. The player who played the countered spell or ability doesn’t get a “refund” of any costs that

were paid.

415. Targeted Spells and Abilities

415.1. An instant or sorcery spell is targeted if the text that will be followed when it resolves uses the

phrase “target [something],” where the “something” is a phrase that describes an object, player, or

zone. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is

targeted, but the spell is not.)

Example: A sorcery card has the ability “When you cycle this card, target creature gets -1/-

1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on

targeted.

415.2. An activated or triggered ability is targeted if it uses the phrase “target [something],” where the

“something” is a phrase that describes an object, player, or zone.

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415.3. Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see

rule 502.45, “Enchant”). An Aura permanent doesn’t target anything; only the spell is targeted. An

activated or triggered ability of an Aura permanent can be targeted.

Neither Equipment spells nor Equipment permanents target anything. The equip ability is

targeted; see rule 502.33, “Equip.” An activated or triggered ability of an Equipment permanent can

be targeted.

Neither Fortification spells nor Fortification permanents target anything. The fortify ability is

targeted; see rule 502.65, “Fortify.” An activated or triggered ability of a Fortification permanent

can be targeted.

415.4. Spells and abilities that can have zero or more targets are targeted only if one or more targets

have been chosen for them.

415.5. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies

that it can target an object in another zone or a player or (b) targets an object that can’t exist in the

in-play zone, such as a spell or ability.

415.6. A spell or ability on the stack is an illegal target for itself.

415.7. Changing Targets

415.7a The target of a spell or ability can change only to another legal target. If the target can’t be

changed to another legal target, the original target is unchanged.

415.7b Modal spells and abilities may have different targeting requirements for each mode.

Changing a spell or ability’s target can’t change its mode.

415.7c The word “you” in an object’s text isn’t a target.

416. Effects

416.1. When a spell or ability resolves, it may create one or more one-shot or continuous effects. Static

abilities may create one or more continuous effects. Some effects are replacement effects or

prevention effects. State-based effects are not created by spells or abilities; they are generated by

specific rules of the game (see rule 420).

416.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can

apply only to objects in one or more other zones.

Example: An effect that changes all lands into creatures won’t alter land cards in players’

graveyards. But an effect that says spells cost more to play will apply only to spells on the

stack, since a spell is always on the stack while you are playing it.

416.3. If an effect attempts to do something impossible, it does only as much as possible.

Example: If a player is holding only one card, an effect that reads “Discard two cards”

causes him or her to discard only that card. If an effect moves cards out of the library (as

opposed to drawing), it moves as many as possible.

417. One-Shot Effects

417.1. A one-shot effect does something just once and doesn’t have a duration. Examples include

damage dealing, destruction of permanents, and moving objects between zones.

417.2. Some one-shot effects instruct a player to do something later in the game (usually at a specific

time) rather than when they resolve. This kind of effect actually creates a new ability that waits to

be triggered. (See rule 404.4.)

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418. Continuous Effects

418.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects

players or the rules of the game, for a fixed or indefinite period. A continuous effect may be

generated by the resolution of a spell or ability or by a static ability of an object.

418.2. Continuous effects that modify characteristics of permanents do so simultaneously with the

permanent coming into play. They don’t wait until the permanent is in play and then change it.

Because such effects apply as the permanent comes into play, apply them before determining

whether the permanent will cause an ability to trigger when it comes into play.

418.3. Continuous Effects from Spells or Abilities

418.3a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by

the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until

the end of the game.

418.3b The set of objects that are affected by continuous effects from spells, activated abilities, and

triggered abilities that modify the characteristics or change the controller of those objects is

determined when that continuous effect begins. After that point, the set won’t change. Note that

these work differently than continuous effects from static abilities. Continuous effects that don’t

modify characteristics or change the controller of objects modify the rules of the game, so they

can affect objects that weren’t affected when the continuous effect began.

Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives

the bonus to all permanents that are white creatures when the spell or ability resolves—

even if they change color later—and doesn’t affect those that come into play or turn

white afterward.

Example: An effect that reads “Prevent all damage creatures would deal this turn”

doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That

means the effect will apply even to damage from creatures that weren’t in play when the

continuous effect began. It also affects damage from permanents that become creatures

later in the turn.

418.3c If a resolving spell or ability that creates a continuous effect contains a variable, the value of

that variable is determined only once, on resolution. See rule 413.2f.

418.3d Some effects from activated or triggered abilities have durations worded “as long as . . . .” If

the “as long as” duration ends between the end of playing the activated ability or putting the

triggered ability onto the stack and the moment when the effect would first be applied, the effect

does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever.

Example: Endoskeleton is an artifact with an activated ability that reads “{2}, {T}:

Target creature gets +0/+3 as long as Endoskeleton remains tapped.” If you play this

ability and then Endoskeleton becomes untapped before the ability resolves, it does

nothing, because its duration—remaining tapped—was over before the effect began.

418.4. Continuous Effects from Static Abilities

418.4a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given

moment to whatever its text indicates.

418.4b The effect applies at all times that the permanent generating it is in play or the object

generating it is in the appropriate zone.

Example: A permanent with the static ability “All white creatures get +1/+1” generates

an effect that continuously gives +1/+1 to each white creature in play. If a creature

becomes white, it gets this bonus; a creature that stops being white loses it. A creature

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spell that would normally create a 1/1 white creature instead creates a 2/2 white

creature. The creature doesn’t come into play as 1/1 and then change to 2/2.

418.5. Interaction of Continuous Effects

418.5a The values of an object’s characteristics are determined by starting with the actual object,

then applying continuous effects in a series of layers in the following order: (1) copy effects (see

rule 503, “Copying Objects”); (2) control-changing effects; (3) text-changing effects; (4) type-

changing effects (which includes effects that change an object’s card type, subtype, and/or

supertype); (5) all other continuous effects, except those that change power and/or toughness;

and (6) power- and/or toughness-changing effects.

Inside each layer from 1 through 5, apply effects from characteristic-defining abilities first,

then all other effects in timestamp order. Inside layer 6, apply effects in a series of sublayers in

the following order: (6a) effects from characteristic-defining abilities; (6b) all other effects not

specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities

that modify power and/or toughness but don’t set power and/or toughness to a specific number

or value; and (6e) effects that switch a creature’s power and toughness. Within each sublayer,

apply effects in timestamp order. Note that dependency may alter the order in which effects are

applied within a layer or sublayer. See also the rules for timestamp order and dependency (rules

418.5b–418.5g).

Example: Crusade is an enchantment that reads “White creatures get +1/+1.” Crusade

and a 2/2 black creature are in play. If an effect then turns the creature white (layer 5),

it gets +1/+1 from Crusade (layer 6d), becoming 3/3. If the creature’s color is later

changed to red (layer 5), Crusade’s effect stops applying to it, and it will return to being

a 2/2.

Example: Gray Ogre, a 2/2 creature, is in play. An effect puts a +1/+1 counter on it

(layer 6c), making it 3/3. An effect that says “Target creature gets +4/+4 until end of

turn” is applied to it (layer 6b), making it 7/7. An enchantment that says “Creatures you

control get +0/+2” enters play (layer 6d), making it a 7/9. An effect that says “Target

creature becomes 0/1 until end of turn” is applied to it (layer 6b), making it a 1/4 (0/1,

plus +1/+1 from the counter, plus +0/+2 from the enchantment).

418.5b If an effect should be applied in different layers, the parts of the effect each apply in their

appropriate layers. If an effect starts to apply in one layer, it will continue to be applied to the

same set of objects in each other applicable layer, even if the ability generating the effect is

removed during this process.

Example: An effect that reads “Wild Mongrel gets +1/+1 and becomes the color of your

choice until end of turn” is both a power- and toughness-changing effect and an “other”

kind of effect. The “becomes the color of your choice” part is applied in layer 5, and

then the “gets +1/+1” part is applied in layer 6.

Example: Grab the Reins has an effect that reads “Until end of turn, you gain control of

target creature and it gains haste.” This is both a control-changing effect and an

“other” effect. The “you gain control” part is applied in layer 2, and then the “it gains

haste” part is applied in layer 5.

Example: An effect that reads “All noncreature artifacts become 2/2 artifact creatures

until end of turn” is both a type-changing effect and a power- and toughness-setting

effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the

power- and toughness-setting effect is applied to those same permanents in layer 6, even

though those permanents aren’t noncreature artifacts by then.

Example: Svogthos, the Restless Tomb, is in play. An effect that says “Until end of turn,

target land becomes a 3/3 creature that’s still a land” is applied to it (layers 4 and 6b).

An effect that says “Target creature gets +1/+1 until end of turn” is applied to it (layer

6b), making it a 4/4 land creature. Then you activate Svogthos’s ability (“Until end of

turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature

with ‘This creature’s power and toughness are each equal to the number of creature

cards in your graveyard.’ It’s still a land.”) while you have ten creature cards in your

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graveyard (layers 4, 5, and 6b). It becomes a 10/10 land creature. If a creature card

enters or leaves your graveyard, Svogthos’s power and toughness will be modified

accordingly. If the first effect is applied to it again, it will become a 3/3 land creature

again.

418.5c An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if

applicable, sublayer) as the other effect (see rule 418.5a); (b) applying the other would change

the text or the existence of the first effect, what it applies to, or what it does to any of the things

it applies to; and (c) neither effect is from a characteristic-defining ability. Otherwise, the effect

is considered to be independent of the other effect.

418.5d An effect dependent on one or more other effects waits to apply until just after all of those

effects have been applied. If multiple dependent effects would apply simultaneously in this way,

they’re applied in “timestamp order” relative to each other. If several dependent effects form a

dependency loop, then this rule is ignored and the effects in the dependency loop are applied in

timestamp order.

418.5e An object’s timestamp is the time it entered the zone it’s currently in, with three exceptions:

(a) If two or more objects enter a zone (or zones) simultaneously, the active player determines

their timestamp order at the time they enter that zone. (b) Whenever an Aura, Equipment, or

Fortification becomes attached to an object or player, the Aura, Equipment, or Fortification

receives a new timestamp. (c) Permanents that phase in keep the same timestamps they had

when they phased out.

418.5f A continuous effect generated by a static ability has the same timestamp as the object the

static ability is on, or the timestamp of the effect that created the ability, whichever is later.

418.5g A continuous effect generated by the resolution of a spell or ability receives a timestamp at

the time it’s created.

418.5h One continuous effect can override another. Sometimes the results of one effect determine

whether another effect applies or what another effect does.

Example: Two Auras are played on the same creature: “Enchanted creature gains

flying” and “Enchanted creature loses flying.” Neither of these depends on the other,

since nothing changes what they affect or what they’re doing to it. Applying them in

timestamp order means the one that was generated last “wins.” It’s irrelevant whether

an effect is temporary (such as “Target creature loses flying until end of turn”) or

global (such as “All creatures lose flying”).

Example: One effect reads, “White creatures get +1/+1,” and another, “Enchanted

creature is white.” The enchanted creature gets +1/+1 from the first effect, regardless of

its previous color.

418.5i Some effects switch a creature’s power and toughness. When they’re applied, they take the

value of power and apply it to the object’s toughness, and take the object’s toughness and apply

it to the object’s power. These effects are applied after all other effects that affect power and

toughness. (See rule 418.5a.)

Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the

creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives

the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual

power and toughness is 4/6.

Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the

creature’s power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect

ends before the switch effect ends, the creature becomes a 3/1.

418.5j Some continuous effects affect players rather than objects. For example, an effect might give

a player protection from red. All such effects are applied in timestamp order after the

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determination of objects’ characteristics. See also the rules for timestamp order and dependency

(rules 418.5b–418.5g).

418.5k Some continuous effects affect game rules rather than objects. For example, effects may

modify a player’s maximum hand size. These effects are applied after all other continuous

effects have been applied. Continuous effects that affect the costs of spells or abilities are

applied according to the order specified in rule 409.1f. All other such effects are applied in

timestamp order. See also the rules for timestamp order and dependency (rules 418.5b–g).

418.6. Text-Changing Effects

418.6a An effect that changes the text of an object changes only those words that are used in the

correct way (for example, a Magic color word being used as a color word, a land type word

used as a land type, or a creature type word used as a creature type). The effect can’t change a

proper noun, such as a card name, even if that proper noun contains a word or a series of letters

that is the same as a Magic color word, basic land type, or creature type.

418.6b Effects that add or remove abilities don’t change the text of the objects they affect, so any

abilities that are granted to an object can’t be changed by effects that change the text of that

object.

418.6c Most spells and abilities that create creature tokens use creature types to define both the

creature types and the names of the tokens. These words can be changed, because they are being

used as creature types, even though they’re also being used as names.

418.6d A creature token’s creature type and rules text are defined by the spell or ability that created

the token. These characteristics can be changed by text-changing effects.

419. Replacement and Prevention Effects

419.1. Replacement and prevention effects are continuous effects that watch for a particular event to

happen and then completely or partially replace that event. These effects act like “shields” around

whatever they’re affecting.

419.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the

word “instead” to indicate what events will be replaced with other events and use the word

“skip” to indicate what events, steps, phases, or turns will be replaced with nothing.

419.1b Effects that read “[This permanent] comes into play with . . . ,” “As [this permanent] comes

into play . . . ,” or “[This permanent] comes into play as . . . ” are replacement effects.

419.1c Continuous effects that read “[This permanent] comes into play . . .” or “[Objects] come into

play . . .” are replacement effects.

419.1d Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent”

to indicate what events will not occur.

419.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.

419.2. Replacement and prevention effects apply continuously as events happen—they aren’t locked in

ahead of time.

419.3. There are no special restrictions on playing a spell or ability that generates a replacement or

prevention effect. Such effects last until they’re used up or their duration has expired.

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419.4. Replacement or prevention effects must exist before the appropriate event occurs—they can’t

“go back in time” and change something that’s already happened. Usually spells and abilities that

generate these effects are played in response to whatever would produce the event and thus resolve

before that event would occur.

Example: A player can play a regeneration ability in response to a spell that would destroy

a creature he or she controls.

419.5. If an event is prevented or replaced, it never happens. A modified event occurs instead, which

may in turn trigger abilities. Note that the modified event may contain instructions that can’t be

carried out, in which case the player simply ignores the impossible instruction.

419.5a If a source would deal 0 damage, it does not deal damage at all. That means abilities that

trigger on damage being dealt won’t trigger. It also means that replacement effects that increase

damage dealt have no event to replace, so they have no effect.

419.5b Some abilities read, “you may [X]. If you do, [Y].” An “if you do” clause that follows a

“you may [X]” clause refers to choosing to do the event X, regardless of what events actually

occur as a result of that decision. If X is replaced entirely or in part by a different event, the “if

you do” clause refers to the event that replaced X.

419.6. Replacement Effects

419.6a A replacement effect doesn’t invoke itself repeatedly and gets only one opportunity for each

event.

Example: A player controls two permanents, each with an ability that reads “If a

creature you control would deal damage to a creature or player, it deals double that

damage to that creature or player instead.” A creature that normally deals 2 damage

will deal 8 damage—not just 4, and not an infinite amount.

419.6b Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the

card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next

time [permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if

it’s in combat) remove it from combat.” Abilities that trigger from damage being dealt still

trigger even if the permanent regenerates.

419.6c Some effects replace damage dealt to one creature, planeswalker, or player with the same

damage dealt to another creature, planeswalker, or player; such effects are called “redirection”

effects. If either creature or planewalker is no longer in play when the damage would be

redirected, or is no longer a creature or planeswalker when the damage would be redirected, the

effect does nothing.

419.6d Some spells and abilities replace part or all of their own effect(s) when they resolve. Such

effects are called self-replacement effects. When applying replacement effects to an event, apply

self-replacement effects first, then apply other replacement effects.

419.6e Skipping an action, step, phase, or turn is a replacement effect. “Skip [something]” is the

same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it

can no longer be skipped—any skip effects will wait until the next occurrence.

419.6f Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for

the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two

effects each cause a player to skip his or her next occurrence, that player must skip the next two;

one effect will be satisfied in skipping the first occurrence, while the other will remain until

another occurrence can be skipped.

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419.6g Some replacement effects say “instead choose one —.” Such effects are called modal

replacement effects. The mode is chosen as the replacement effect is applied. If a modal

replacement effect would apply to multiple events, a different mode may be chosen for each

event. A modal replacement effect doesn’t invoke itself repeatedly, regardless of which mode

was chosen. You may not choose modes that are impossible.

419.6h Some effects replace card draws. These effects are applied even if no cards could be drawn

because there are no cards in the affected player’s library. If an effect replaces a draw within a

sequence of card draws, all actions required by the replacement are completed, if possible,

before resuming the sequence. If an effect would have a player both draw a card and perform an

additional action on that card, and the draw is replaced, the additional action is not performed on

any cards that are drawn as a result of that replacement effect.

419.6i Some replacement effects modify how a permanent would be put into play. (See rules

419.1b–c.) Such effects check only the copiable values of the characteristics of that permanent

as it would exist in play. Continuous effects that affected its characteristics in its previous zone

or that will affect its characteristics once it’s in play are not taken into account. Replacement

effects that have already modified how it would be put into play are taken into account,

however. (See rule 503.5.) Some permanents have static abilities that modify how a general

subset of permanents would be put into play; such an ability doesn’t affect the permanent itself

or any permanents coming into play at the same time as it.

Example: Voice of All says “As Voice of All comes into play, choose a color” and

“Voice of All has protection from the chosen color.” An effect creates a token that’s a

copy of Voice of All. As that token is put into play, its controller chooses a color for it.

Example: Yixlid Jailer says “Cards in graveyards have no abilities.” Scarwood Treefolk

says “Scarwood Treefolk is put into play tapped.” A Scarwood Treefolk that’s put into

play from a graveyard is put into play tapped.

Example: Orb of Dreams is an artifact that says “Permanents come into play tapped.”

It will not affect itself, so Orb of Dreams is put into play untapped.

419.7. Prevention Effects

419.7a Prevention effects usually apply to damage that would be dealt.

419.7b Some prevention effects generated by the resolution of a spell or ability refer to a specific

amount of damage—for example, “Prevent the next 3 damage that would be dealt to target

creature or player this turn.” These work like shields. Each 1 damage that would be dealt to the

“shielded” creature or player is prevented. Preventing 1 damage reduces the remaining shield by

1. If damage would be dealt to the shielded creature or player by two or more applicable sources

at the same time, the player or the controller of the creature chooses which damage the shield

prevents first. Once the shield has been reduced to 0, any remaining damage is dealt normally.

Such effects count only the amount of damage; the number of events or sources dealing it

doesn’t matter.

419.7c Some prevention effects generated by static abilities refer to a specific amount of damage—

for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect

prevents only the indicated amount of damage from any applicable source at any given time. It

will apply separately to damage from other applicable sources, or to damage that would be dealt

by the same source at a different time.

419.7d Some prevention effects prevent the next N damage that would be dealt to each of a number

of untargeted creatures. Such an effect creates a prevention shield for each applicable creature

when the spell or ability that generates that effect resolves.

Example: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage

that would be dealt to target creature and each other creature that shares a color with it

this turn.” When the ability resolves, it gives the target creature and each other creature

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in play that shares a color with it at that time a shield preventing the next 1 damage that

would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or

remove shields, and creatures that come into play later in the turn don’t get the shield.

419.8. Sources of Damage

419.8a Some effects apply to damage from a source—for example, “The next time a red source of

your choice would deal damage to you this turn, prevent that damage.” If an effect requires a

player to choose a source, he or she may choose a permanent; a spell on the stack (including an

artifact, creature, enchantment, planeswalker spell); any card or permanent referred to by an

object on the stack; or a creature that assigned combat damage on the stack, even if the creature

is no longer in play or is no longer a creature. The source is chosen when the effect is created. If

the player chooses a permanent, the prevention will apply to the next damage from that

permanent, regardless of whether it’s from one of that permanent’s abilities or combat damage

dealt by it. If the player chooses an artifact, creature, enchantment, planeswalker spell, the

prevention will apply to any damage from that spell and from the permanent that it becomes

when it resolves.

419.8b Some effects from spells and abilities prevent or replace damage from sources with certain

properties, such as a creature or a source of a particular color. When the source would deal

damage, the “shield” rechecks the source’s properties. If the properties no longer match, the

damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces

no damage, the shield isn’t used up.

419.8c Some effects from static abilities prevent or replace damage from sources with certain

properties. For these effects, the prevention or replacement applies to sources that are

permanents with that property and to any sources that aren’t in play that have that property.

419.9. Interaction of Replacement or Prevention Effects

419.9a If two or more replacement or prevention effects are attempting to modify the way an event

affects an object or player, the affected object’s controller (or its owner if it has no controller) or

the affected player chooses one to apply. Then the other effect applies if it is still appropriate. If

one or more of the applicable replacement effects is a self-replacement effect (see rule 419.6d),

that effect is applied before any other replacement effects. If two or more players have to make

these choices at the same time, choices are made in APNAP order (see rule 103.4).

Example: Two permanents are in play. One is an enchantment that reads “If a card

would be put into a graveyard, instead remove it from the game,” and the other is a

creature that reads “If [this creature] would be put into a graveyard from play, instead

shuffle it into its owner’s library.” The controller of the creature that would be

destroyed decides which replacement to apply first; the other does nothing.

419.9b A replacement effect can become applicable to an event as the result of another replacement

effect that modifies the event.

Example: One effect reads “For each 1 life you would gain, instead draw a card,” and

another reads “If you would draw a card, return a card from your graveyard to your

hand instead.” Both effects combine (regardless of the order they came into existence):

Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her

hand.

420. State-Based Effects

420.1. State-based effects are a special category that apply only to those conditions listed below.

Abilities that watch for a specified game state are triggered abilities, not state-based effects. (See

rule 404, “Triggered Abilities.”)

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420.2. State-based effects are always active and are not controlled by any player.

420.3. Whenever a player would get priority (see rule 408, “Timing of Spells and Abilities”), the game

checks for any of the listed conditions for state-based effects. All applicable effects resolve as a

single event, then the check is repeated. Once no more state-based effects have been generated,

triggered abilities go on the stack, and then the appropriate player gets priority. This check is also

made during the cleanup step (see rule 314); if any of the listed conditions apply, the active player

receives priority.

420.4. Unlike triggered abilities, state-based effects pay no attention to what happens during the

resolution of a spell or ability.

Example: A player controls a creature with the ability “This creature’s power and

toughness are each equal to the number of cards in your hand” and plays a spell whose

effect is “Discard your hand, then draw seven cards.” The creature will temporarily have

toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when

the spell finishes resolving. Thus the creature will survive when state-based effects are

checked. In contrast, an ability that triggers when the player has no cards in hand goes on

the stack after the spell resolves, because its trigger event happened during resolution.

420.5. The state-based effects are as follows:

420.5a A player with 0 or less life loses the game.

420.5b A creature with toughness 0 or less is put into its owner’s graveyard. Regeneration can’t

replace this event.

420.5c A creature with lethal damage, but greater than 0 toughness, is destroyed. Lethal damage is

an amount of damage greater than or equal to a creature’s toughness. Regeneration can replace

this event.

420.5d An Aura attached to an illegal object or player, or not attached to an object or player, is put

into its owner’s graveyard.

420.5e If two or more legendary permanents with the same name are in play, all are put into their

owners’ graveyards. This is called the “legend rule.” If only one of those permanents is

legendary, this rule doesn’t apply.

420.5f A token in a zone other than the in-play zone ceases to exist.

420.5g A player who attempted to draw a card from an empty library since the last time state-based

effects were checked loses the game.

420.5h A player with ten or more poison counters loses the game.

420.5i If two or more permanents have the supertype world, all except the one that has been a

permanent with the world supertype in play for the shortest amount of time are put into their

owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their

owners’ graveyards. This is called the “world rule.”

420.5j A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone

other than the stack or the in-play zone ceases to exist.

420.5k An Equipment or Fortification attached to an illegal permanent becomes unattached from

that permanent. It remains in play.

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420.5m A permanent that’s neither an Aura, an Equipment, nor a Fortification, but is attached to

another permanent, becomes unattached from that permanent. It remains in play.

420.5n If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1

counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters

on it.

420.5p A planeswalker with loyalty 0 is put into its owner’s graveyard.

420.5q If two or more planeswalkers that share a planeswalker type are in play, all are put into their

owners’ graveyards.

421. Handling “Infinite” Loops

421.1. Occasionally the game can get into a state in which a set of actions could be repeated forever.

These rules (sometimes called the “infinity rules”) govern how to break such loops.

421.2. If the loop contains one or more optional actions and one player controls them all, that player

chooses a number. The loop is treated as repeating that many times or until another player

intervenes, whichever comes first.

421.3. If a loop contains optional actions controlled by two players and actions by both of those players

are required to continue the loop, the first player (or the first involved player after the active player

in turn order) chooses a number. The other player then has two choices. He or she can choose a

lower number, in which case the loop continues that number of times plus whatever fraction is

necessary for the active player to “have the last word.” Or he or she can agree to the number the

first player chose, in which case the loop continues that number of times plus whatever fraction is

necessary for the second player to “have the last word.” (Note that either fraction may be zero.) This

sequence of choices is extended to all applicable players if there are more than two players

involved.

Example: In a two-player game, one player controls a creature with the ability “{0}: [This

creature] gains flying,” and another player controls a permanent with the ability “{0}:

Target creature loses flying.” The “infinity rule” ensures that regardless of which player

initiated the gain/lose flying ability, the nonactive player will always have the final choice

and therefore be able to determine whether the creature has flying. (Note that this assumes

that the first player attempted to give the creature flying at least once.)

421.4. If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.4b.)

421.5. If the loop contains optional actions controlled by different players and these actions don’t

depend on one another, the active player chooses a number. In APNAP order, the nonactive players

can each either agree to that number or choose a higher number. Note that this rule applies even if

the actions could exist in separate loops rather than in a single loop.

422. Handling Illegal Actions

422.1. If a player realizes that he or she can’t legally take an action after starting to do so, the entire

action is reversed and any payments already made are canceled. No abilities trigger and no effects

apply as a result of an undone action. If the action was playing a spell, the spell returns to the zone it

came from. The player may also reverse any legal mana abilities played while making the illegal

play, unless mana from them or from any triggered mana abilities they triggered was spent on

another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a

library or from a library to any zone other than the stack.

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422.2. When reversing illegal spells and abilities, the player who had priority retains it and may take

another action or pass. The player may redo the reversed action in a legal way or take any other

action allowed by the rules.

423. Drawing a Card

423.1. A player draws a card by putting the top card of his or her library into his or her hand. This is

done as a game action during each player’s draw step. It may also be done as part of a cost or effect

of a spell or ability.

423.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that

player performs that many individual card draws.

423.2a If an effect instructs more than one player to draw cards, the active player performs all of his

or her draws first, then each other player in turn order does the same.

423.2b If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first

the primary player (seated on the right) on the active team performs all of his or her draws, then

the secondary player on that team performs all of his or her draws, then the nonactive team does

the same.

423.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a

card, that player may choose to do so. See rule 413.2c.

423.4. A player who attempts to draw a card from an empty library loses the game the next time a

player would receive priority. (This is a state-based effect. See rule 420.5g.)

423.5. If an effect moves cards from a player’s library to that player’s hand without using the word

“draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on

drawing cards or that replace card draws, as well as if the player’s library is empty.

423.6. Some effects replace card draws.

423.6a An effect that replaces a card draw is applied even if no cards could be drawn because there

are no cards in the affected player’s library.

423.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is

completed before resuming the sequence.

423.6c Some effects perform additional actions on a card after it’s drawn. If the draw is replaced,

the additional action is not performed on any cards that are drawn as a result of that replacement

effect or any subsequent replacement effects.

424. Costs

424.1. A cost is an action or payment necessary to take another action.

424.2. A player can’t pay a cost unless he or she has the necessary resources to pay it fully. For

example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped

can’t be tapped to pay a cost. See rule 203, “Mana Cost and Color,” and rule 403, “Activated

Abilities.”

424.3. Unpayable costs can’t be paid. (See rule 203.1b.)

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424.4. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the

mana component of a cost is reduced to nothing by cost reduction effects, it is considered to be {0}.

Paying a cost changed or reduced by an effect counts as paying the original cost.

Example: You play a spell with mana cost {W} that has kicker {1}. You choose to pay the

kicker, but a cost reduction effect means you spend only {W} when paying for the spell. The

spell’s “if the kicker cost was paid” effect will be applied.

424.5. If a cost includes a mana payment, the player paying the cost has a chance to play mana abilities.

Paying the cost to play a spell or activated ability follows the steps in rules 409.1f–h.

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5. Additional Rules

500. Legal Attacks and Blocks

500.1. Some effects restrict declaring attackers or blockers in combat or require certain creatures to be

declared as attackers or blockers. (See rule 308, “Declare Attackers Step,” and rule 309, “Declare

Blockers Step.”) A restriction is an effect that says a creature can’t block (or attack) or it can’t

block (or attack) unless some condition is met. A requirement is an effect that says a creature must

block (or attack) or it must block (or attack) if some condition is met.

500.2. As part of declaring attackers, the active player checks each creature he or she controls to see

whether it must attack, can’t attack, or is affected by some other attacking restriction or

requirement. If such a restriction or requirement conflicts with the proposed attack, the attack is

illegal, and the active player must then propose another set of attacking creatures. (Tapped creatures

and creatures with unpaid costs to attack are exempt from effects that would require them to attack.)

Example: A player controls two creatures, each with a restriction that states “[This

creature] can’t attack alone.” It’s legal to declare both as attackers.

Example: A player controls two creatures: one that “attacks if able” and one with no

abilities. An effect states, “No more than one creature can attack each turn.” The only legal

attack is for just the creature that “attacks if able” to attack. It’s illegal to attack with the

other creature, attack with both, or attack with neither.

500.3. As part of declaring blockers, the defending player checks each creature he or she controls to see

whether it must block, can’t block, or is affected by some other blocking restriction or requirement.

If such a restriction or requirement conflicts with the proposed set of blocking creatures, the block is

illegal, and the defending player must then propose another set of blocking creatures. (Tapped

creatures and creatures with unpaid costs to block are exempt from effects that would require them

to block.)

500.3a An evasion ability is an ability an attacking creature has that restricts what can block it.

Evasion abilities are static abilities that modify the declare blockers step of the combat phase. If

a creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect

that block. Evasion abilities are cumulative.

Example: A creature with flying and shadow can’t be blocked by a creature with flying

but without shadow.

500.4. A restriction conflicts with a proposed set of attackers or blockers if it isn’t being followed. A

requirement conflicts with a proposed set of attackers or blockers if it isn’t being followed and (1)

the requirement could be obeyed without violating a restriction and (2) doing so will allow the total

number of requirements that the set obeys to increase. If there are multiple scenarios in which all

restrictions are being followed and the maximum possible number of requirements are being

followed (even if not all of them are), then any of those scenarios are legal.

Example: A player controls one creature that “blocks if able” and another creature with no

abilities. An effect states, “Creatures can’t be blocked except by two or more creatures.”

Having only the first creature block violates the restriction. Having neither creature block

fulfills the restriction but not the requirement. Having both creatures block the same

attacking creature fulfills both the restriction and the requirement, so that’s the only option.

501. Keyword Actions

501.1. Most actions described in a card’s rules text use the standard English definitions of the verbs

within, but some specialized verbs are used whose meanings may not be clear. These “keywords”

are game terms; sometimes reminder text summarizes their meanings.

501.2. Attach

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501.2a To attach an Aura, Equipment, or Fortification to an object means to take it from where it

currently is and put it onto that object. If something is attached to a permanent in play, it’s

customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or

Fortification can’t be attached to an object it couldn’t enchant, equip, or fortify, respectively.

501.2b If an effect tries to attach an Aura, Equipment, or Fortification to the object it’s already

attached to, the effect does nothing.

501.2c Attaching an Aura, Equipment, or Fortification in play to a different object causes the Aura,

Equipment, or Fortification to receive a new timestamp.

501.2d To “unattach” an Equipment from a creature means to move it away from that creature so

the Equipment is in play but is not equipping anything. It should no longer be physically

touching any creature. If an Aura, Equipment, or Fortification that was attached to something

ceases to be attached to it, that counts as “becoming unattached.”

501.3. Counter

501.3a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve

and none of its effects occur. A countered spell is put into its owner’s graveyard. See rule 414,

“Countering Spells and Abilities.”

501.4. Destroy

501.4a To destroy a permanent, move it from the in-play zone to its owner’s graveyard.

501.5. Regenerate

501.5a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement

effect that protects the permanent the next time it would be destroyed this turn. In this case,

“Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn,

instead remove all damage from it, tap it, and (if it’s in combat) remove it from combat.”

501.5b If the effect of a static ability regenerates a permanent, it replaces destruction with an

alternate effect each time that permanent would be destroyed. In this case, “Regenerate

[permanent]” means “Instead remove all damage from [permanent], tap it, and (if it’s in combat)

remove it from combat.”

501.6. Sacrifice

501.6a To sacrifice a permanent, its controller moves it from the in-play zone directly to its owner’s

graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a

permanent he or she doesn’t control. Sacrificing a permanent doesn’t destroy it, so regeneration

or other effects that replace destruction can’t affect this action.

501.7. Tap

501.7a To tap a permanent, turn it sideways from an upright position.

501.7b To untap a permanent, rotate it back to the upright position from a sideways position.

501.8. Scry

501.8a To “scry N” means to look at the top N cards of your library, put any number of them on the

bottom of your library in any order, and put the rest on top of your library in any order.

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501.9. Fateseal

501.9a To “fateseal N” means to look at the top N cards of an opponent’s library, put any number of

them on the bottom of that library in any order, and put the rest on top of that library in any

order.

501.10. Clash

501.10a To clash, a player reveals the top card of his or her library. That player may then put that card on the bottom of his or her library.

501.10b “Clash with an opponent” means “Choose an opponent. You and that opponent each

clash.” 501.10c A player wins a clash if that player revealed a card with a higher converted mana cost than

all other cards revealed in that clash.

502. Keyword Abilities

502.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very

common or would require too much space to define on the card. In these cases, the object lists only

the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.

502.2. First Strike

502.2a First strike is a static ability that modifies the rules for the combat damage step. (See rule

310, “Combat Damage Step.”)

502.2b At the start of the combat damage step, if at least one attacking or blocking creature has first

strike or double strike (see rule 502.28), creatures without first strike or double strike don’t

assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat

damage step to handle the remaining creatures. In the second combat damage step, surviving

attackers and blockers that didn’t assign combat damage in the first step, plus any creatures with

double strike, assign their combat damage.

502.2c Adding or removing first strike any time after combat damage has been put on the stack in

the first combat damage step won’t prevent a creature from dealing combat damage or allow it

to deal combat damage twice.

502.2d Multiple instances of first strike on the same creature are redundant.

502.3. Flanking

502.3a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 309,

“Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a

creature without flanking, the blocking creature gets -1/-1 until end of turn.”

502.3b If a creature has multiple instances of flanking, each triggers separately.

502.4. Flying

502.4a Flying is an evasion ability.

502.4b A creature with flying can’t be blocked except by creatures with flying and/or reach. A

creature with flying can block a creature with or without flying. (See rule 309, “Declare

Blockers Step,” and rule 502.70, “Reach.”)

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502.4c Multiple instances of flying on the same creature are redundant.

502.5. Haste

502.5a Haste is a static ability.

502.5b A creature with haste can attack or use activated abilities whose cost includes the tap symbol

even if it hasn’t been controlled by its controller continuously since the start of his or her most

recent turn. (See rule 212.3f.)

502.5c Multiple instances of haste on the same creature are redundant.

502.6. Landwalk

502.6a Landwalk and snow landwalk are generic terms; a card’s rules text will give a specific

subtype or supertype (such as in “islandwalk,” “snow swampwalk,” or “legendary landwalk”).

502.6b Landwalk and snow landwalk are evasion abilities. A creature with landwalk is unblockable

as long as the defending player controls at least one land with the specified subtype and/or

supertype. (See rule 309, “Declare Blockers Step.”)

502.6c Snow landwalk is a special kind of landwalk. A creature with snow landwalk is unblockable

as long as the defending player controls at least one snow land with the specified subtype. If a

player is allowed to choose any landwalk ability, that player may choose a snow landwalk

ability. If an effect causes a permanent to lose all landwalk abilities, snow landwalk abilities are

removed as well.

502.6d Landwalk or snow landwalk abilities don’t “cancel” one another.

Example: If a player controls a snow Forest, that player can’t block an attacking

creature with snow forestwalk even if he or she also controls a creature with snow

forestwalk.

502.6e Multiple instances of the same kind of landwalk or snow landwalk on the same creature are

redundant.

502.7. Protection

502.7a Protection is a static ability, written “Protection from [quality].” This quality is usually a

color (as in “protection from black”) but can be any characteristic value. If the quality is a card

type, subtype, or supertype, the protection applies to sources that are permanents with that card

type, subtype, or supertype and to any sources not in play that are of that card type, subtype, or

supertype. This is an exception to rule 200.9.

502.7b A permanent or player with protection can’t be targeted by spells with the stated quality and

can’t be targeted by abilities from a source with the stated quality.

502.7c A permanent or player with protection can’t be enchanted by Auras that have the stated

quality. Such Auras attached to the permanent or player with protection will be put into their

owners’ graveyards as a state-based effect. (See rule 420, “State-Based Effects.”)

502.7d A permanent with protection can’t be equipped by Equipment that have the stated quality or

fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become

unattached from that permanent, but remain in play. (See rule 420, “State-Based Effects.”)

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502.7e Any damage that would be dealt by sources that have the stated quality to a permanent or

player that has protection is prevented.

502.7f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.

502.7g Multiple instances of protection from the same quality on the same permanent or player are

redundant.

502.8. Shadow

502.8a Shadow is an evasion ability.

502.8b A creature with shadow can’t be blocked by creatures without shadow, and a creature

without shadow can’t be blocked by creatures with shadow. (See rule 309, “Declare Blockers

Step.”)

502.8c Multiple instances of shadow on the same creature are redundant.

502.9. Trample

502.9a Trample is a static ability that modifies the rules for assigning an attacking creature’s

combat damage. A creature with trample has no special abilities when blocking or dealing

noncombat damage. (See rule 310, “Combat Damage Step.”)

502.9b The controller of an attacking creature with trample first assigns damage to the creature(s)

blocking it. If all those blocking creatures are assigned lethal damage, any remaining damage is

assigned as its controller chooses among those blocking creatures and the player or

planeswalker the creature is attacking. When checking for assigned lethal damage, take into

account damage already on the creature and damage from other creatures that will be assigned at

the same time (see rule 502.9e). The controller need not assign lethal damage to all those

blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s

attacking.

502.9c If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking.

502.9d Assigning damage from a creature with trample considers only the actual toughness of a

blocking creature, not any abilities or effects that might change the final amount of damage

dealt.

Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection

from green. The attacking creature’s controller must assign at least 2 damage to the

blocker, even though that damage will be prevented by the blocker’s protection ability.

The attacking creature’s controller can then choose to assign the rest of the damage to

the defending player.

502.9e When there are several attacking creatures, it’s legal to assign damage from those without

trample so as to maximize the damage of those with trample.

Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks

two attackers: a 1/1 with no special abilities a 3/3 with trample. The attacking player

could assign 1 damage from the first attacker and 1 damage from the second to the

blocking creature, and 2 damage to the defending player from the creature with trample.

502.9f Multiple instances of trample on the same creature are redundant.

502.10. Banding

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502.10a Banding is a static ability that modifies the rules for declaring attackers and assigning

combat damage.

502.10b As a player declares attackers, he or she may declare that any number of those creatures

with banding, and up to one of those creatures without banding, are all in a “band.” All of those

creatures must attack the same player or planeswalker. (Defending players can’t declare bands

but may use banding in a different way; see rule 502.10h.)

502.10c A player may declare as many attacking bands as he or she wants, but each creature may be

a member of only one of them.

502.10d Once an attacking band has been announced, it lasts for the rest of combat, even if

something later removes the banding ability from one or more creatures. However, creatures in

a band that are removed from combat are also removed from the band.

502.10e If an attacking creature becomes blocked by a creature, each other creature in the same

band as the attacking creature becomes blocked by that same blocking creature.

Example: A player attacks with a band consisting of a creature with flying and a

creature with swampwalk. The defending player, who controls a Swamp, can block the

flying creature if able. If he or she does, then the creature with swampwalk will also

become blocked by the blocking creature(s).

502.10f Banding doesn’t cause attacking creatures to share abilities, nor does it remove any

abilities. The attacking creatures in a band are separate permanents.

502.10g If one member of a band would become blocked due to an effect, the entire band becomes

blocked.

502.10h A player who controls an attacking creature with banding chooses how combat damage is

assigned by creatures blocking that creature. A player who controls a blocking creature with

banding chooses how combat damage is assigned by creatures it blocks. If the creature had

banding when it attacked or blocked but the ability was removed before the combat damage

step, damage is assigned normally.

502.10i Multiple instances of banding on the same creature are redundant.

502.11. Bands with Other

502.11a Bands with other is a special form of banding. If an effect causes a permanent to lose

banding, the permanent loses all bands with other abilities as well.

502.11b An attacking creature with “bands with other [quality]” can form an attacking band with

other creatures that have the same “bands with other [quality]” ability. Creatures with banding

can also join this band, but creatures without banding can’t. The creatures in this band don’t

have to have the creature type specified in the “bands with other [quality]” ability. Blocking this

band follows the same general rules as for banding.

502.11c If an attacking creature is blocked by at least two creatures with the same “bands with other

[quality]” ability, the defending player chooses how the attacking creature’s damage is assigned.

Similarly, if a blocking creature blocks at least two attacking creatures with the same “bands

with other [quality]” ability, the attacking player chooses how the blocking creature’s damage is

assigned.

502.11d Multiple instances of bands with other of the same kind on the same creature are

redundant.

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502.12. Rampage

502.12a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes

blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule

309, “Declare Blockers Step.”)

502.12b The rampage bonus is calculated only once per combat, when the triggered ability resolves.

Adding or removing blockers later in combat won’t change the bonus.

502.12c If a creature has multiple instances of rampage, each triggers separately.

502.13. Cumulative Upkeep

502.13a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.

Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it.

When its ability next triggers and resolves, the creature’s controller puts an age counter

on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the

creature in play.

Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age

counter on it. When its ability next triggers and resolves, its controller can’t choose the

same creature to sacrifice twice. Either two different creatures must be sacrificed, or the

creature with cumulative upkeep must be sacrificed.

502.13b If a permanent has multiple instances of cumulative upkeep, each triggers separately.

However, the age counters are not linked to any particular ability; each cumulative upkeep

ability will count the total number of age counters on the permanent at the time that ability

resolves.

Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The

creature currently has no counters but both cumulative upkeep abilities trigger. When

the first ability resolves, the controller adds a counter and then chooses to pay 1 life.

When the second ability resolves, the controller adds another counter and then chooses

to pay an additional 2 life.

502.14. Vigilance

502.14a Vigilance is a static ability that modifies the rules for the declare attackers step.

502.14b Attacking doesn’t cause creatures with vigilance to tap. (See rule 308, “Declare Attackers

Step.”)

502.14c Multiple instances of vigilance on the same creature are redundant.

502.15. Phasing

502.15a Phasing is a static ability that modifies the rules of the untap step.

502.15b During each player’s untap step, before the active player untaps his or her permanents, all

permanents with phasing the player controls phase out. Simultaneously, all objects that had

phased out under that player’s control phase in. (See rule 217.8, “Phased Out,” and rule 302.1.)

502.15c If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t

occur that turn.

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502.15d Permanents phasing in or out don’t trigger any comes-into-play or leaves-play abilities, and

effects that modify how a permanent comes into play are ignored. Abilities and effects that

specifically mention phasing can modify or trigger on these events, however. (Because no

player receives priority during the untap step, any abilities triggering off of the phasing event

won’t go onto the stack until the upkeep step begins.)

502.15e When a permanent phases out, all damage dealt to it is removed.

502.15f A card that returns to play from the phased-out zone is considered the same permanent it

was when it left. This is an exception to rule 217.1c, which stipulates that a permanent “forgets”

its previous existence when it changes zones.

502.15g Effects with limited duration and delayed triggered abilities that specifically reference a

permanent will be unable to further affect that permanent if it phases out. However, other effects

that reference the permanent (including effects with unlimited duration) can affect the

permanent when it returns to play.

Example: A creature is affected by Giant Growth and then phases out during the same

turn. If the creature phases back in somehow before the turn is over, it won’t get the

+3/+3 bonus from the Giant Growth because its effect has a limited duration.

502.15h Phased-out cards “remember” their past histories and will return to play in the same state.

They “remember” any counters they had on them, any choices made when they first came into

play, whether they were flipped when they left play, and whether they were tapped or untapped

when they left play. They also “remember” who controlled them when they phased out,

although they may phase in under the control of a different player if a control effect with limited

duration has expired.

Example: Diseased Vermin reads, in part, “At the beginning of your upkeep, Diseased

Vermin deals X damage to target opponent previously dealt damage by it, where X is the

number of infection counters on it.” If Diseased Vermin phases out, it “remembers” how

many counters it has and also which opponents it has previously damaged. When it

phases back in, it will still be able to target those opponents with its upkeep-triggered

ability.

502.15i When a permanent phases out, any Auras, Equipment, or Fortifications attached to that

permanent phase out at the same time. This alternate way of phasing out is known as phasing

out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in

by itself, but instead phases in along with the card it’s attached to.

502.15j If an Aura, Equipment, or Fortification phased out directly (rather than phasing out along

with the permanent it’s attached to), then it “remembers” the permanent it was attached to and

returns to play attached to that permanent. If an Aura phases in but it’s no longer legal for it to

be attached to the object or player it was attached to, the Aura returns to play and then is placed

in its owner’s graveyard. This is a state-based effect; see rule 420. If an Equipment or

Fortification phases in but it’s no longer legal for it to be attached to the permanent it was

attached to, the Equipment or Fortification returns to play and then stays in play, not attached to

anything. This is a state-based effect; see rule 420.

502.15k Permanents that phase in keep the same timestamps (see rules 418.5d and 418.5e) they had

when they phased out. This doesn’t change the fact that the permanents phase in simultaneously,

however.

502.15m A permanent that phases in can attack and tap to play abilities as though it had haste. This

applies even if that permanent phased out and phased back in the turn it came into play. The

permanent remains able to attack and tap to play abilities until it changes controllers or leaves

play.

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502.15n A spell or ability that targets a permanent will resolve normally with respect to that

permanent if the permanent phases out and back in before the spell or ability resolves.

502.15p Multiple instances of phasing on the same permanent are redundant.

502.16. Buyback

502.16a Buyback appears on some instants and sorceries. It represents two static abilities that

function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional

[cost] as you play this spell” and “If the buyback cost was paid, put this spell into its owner’s

hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost

follows the rules for paying additional costs in rules 409.1b and 409.1f-h.

502.17. Horsemanship

502.17a Horsemanship is an evasion ability that appeared in the Portal Three Kingdoms™ set.

502.17b A creature with horsemanship can’t be blocked by creatures without horsemanship. A

creature with horsemanship can block a creature with or without horsemanship. (See rule 309,

“Declare Blockers Step.”)

502.17c Multiple instances of horsemanship on the same creature are redundant.

502.18. Cycling

502.18a Cycling is an activated ability that functions only while the card with cycling is in a

player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”

502.18b Although the cycling ability is playable only if the card is in a player’s hand, it continues to

exist while the object is in play and in all other zones. Therefore objects with cycling will be

affected by effects that depend on objects having one or more activated abilities.

502.18c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle

[this card]” means “When you discard [this card] to pay a cycling cost.” These abilities trigger

from the graveyard.

502.18d Typecycling is a variant of the cycling ability. “[Subtype]cycling [cost]” means “[Cost],

Discard this card: Search your library for a [subtype] card, reveal it, and put it into your hand.

Then shuffle your library.”

502.18e Any cards that trigger when a player cycles a card will trigger when a card is discarded to

pay a typecycling cost. Any effect that stops players from cycling cards will stop players from

playing cards’ typecycling abilities.

502.19. Echo

502.19a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this

permanent came under your control since the beginning of your last upkeep, sacrifice it unless

you pay [cost].”

502.20. Fading

502.20a Fading is a keyword that represents two abilities. “Fading N” means “This permanent

comes into play with N fade counters on it” and “At the beginning of your upkeep, remove a

fade counter from this permanent. If you can’t, sacrifice the permanent.”

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502.21. Kicker

502.21a Kicker is a static ability that functions while the spell is on the stack. “Kicker [cost]” means

“You may pay an additional [cost] as you play this spell.” The phrase “Kicker [cost 1] and/or

[cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].” Paying a spell’s kicker

cost(s) follows the rules for paying additional costs in rules 409.1b and 409.1f–h.

502.21b Objects with kicker have additional abilities that specify what happens if the kicker cost is

paid. Objects with more than one kicker cost have abilities that correspond to each kicker cost.

502.21c If the text that depends on a kicker cost being paid targets one or more permanents and/or

players, the spell’s controller chooses those targets only if he or she declared the intention to pay

the appropriate kicker cost. Otherwise, the targets aren’t chosen at all.

502.21d A card with kicker may contain the phrases “if the [A] kicker cost was paid” and “if the [B]

kicker cost was paid,” where A and B are the first and second kicker costs listed on the card,

respectively. This text just refers to one kicker cost or the other, regardless of what the spell’s

controller actually spent when paying the cost. In other words, read “if the [A] kicker cost was

paid” as “if the first kicker cost listed was paid,” and read “if the [B] kicker cost was paid” as “if

the second kicker cost listed was paid.”

502.22. Flashback

502.22a Flashback appears on some instants and sorceries. It represents two static abilities: one

functions while the card is in a player’s graveyard and the other functions while the card is on

the stack. “Flashback [cost]” means “You may play this card from your graveyard by paying

[cost] rather than paying its mana cost” and “If the flashback cost was paid, remove this card

from the game instead of putting it anywhere else any time it would leave the stack.” Playing a

spell using its flashback ability follows the rules for paying alternative costs in rules 409.1b and

409.1f–h.

502.23. Threshold

502.23a Threshold used to be a keyword ability. It is now an ability word and has no rules meaning.

All cards printed with the threshold keyword have received errata. Updated wordings are

available in the Oracle card reference.

502.24. Madness

502.24a Madness is a keyword that represents two abilities. The first is a static ability that functions

while the card with madness is in a player’s hand. The second is a triggered ability that

functions when the first ability is applied. “Madness [cost]” means “If a player would discard

this card, that player discards it, but may remove it from the game instead of putting it into his

or her graveyard” and “When this card is removed from the game this way, its owner may play

it by paying [cost] rather than paying its mana cost. If that player doesn’t, he or she puts this

card into his or her graveyard.”

502.24b Playing a spell using its madness ability follows the rules for paying alternative costs in

rules 409.1b and 409.1f–h.

502.25. Fear

502.25a Fear is an evasion ability.

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502.25b A creature with fear can’t be blocked except by artifact creatures and/or black creatures.

(See rule 309, “Declare Blockers Step.”)

502.25c Multiple instances of fear on the same creature are redundant.

502.26. Morph

502.26a Morph is a static ability that functions in any zone from which you could play the card it’s

on, and the morph effect works any time the card is face down. “Morph [cost]” means “You

may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no

expansion symbol, and no mana cost by paying {3} rather than its mana cost.” Any time you

could play an instant, you may show all players the morph cost for any face-down permanent

you control, pay that cost, then turn the permanent face up. This action does not use the stack.

(See rule 504, “Face-Down Spells and Permanents.”)

502.26b To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down

creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any

effects or prohibitions that would apply to playing a card with these characteristics (and not the

face-up card’s characteristics) are applied to playing this card. These values are the copiable

values of that object’s characteristics. (See rule 418.5, “Interaction of Continuous Effects,” and

rule 503, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same

characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying

alternative costs. You can use morph to play a card from any zone from which you could

normally play it. When the spell resolves, it comes into play with the same characteristics the

spell had. The morph effect applies to the face-down object wherever it is, and it ends when the

permanent is turned face up.

502.26c You can’t play a card face down if it doesn’t have morph.

502.26d Any time you could play an instant, you may turn a face-down permanent you control face

up. To do this, show all players what the permanent’s morph cost will be when the effect ends,

pay that cost, then turn the permanent face up. The morph effect on it ends, and it regains its

normal characteristics. Any abilities relating to the permanent coming into play don’t trigger

when it’s turned face up and don’t have any effect, because the permanent has already come into

play.

502.26e If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-down

creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost. These

values are the copiable values of that object’s characteristics. (See rule 418.5, “Interaction of

Continuous Effects,” and rule 503, “Copying Objects.”) The rules for morph and face-down

permanents apply to it normally.

502.26f See rule 504, “Face-Down Spells and Permanents,” for more information on how to play

cards with morph.

502.27. Amplify

502.27a Amplify is a static ability. “Amplify N” means “As this object comes into play, reveal any

number of cards from your hand that share a creature type with it. This permanent comes into

play with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or

any other cards that are coming into play at the same time as this card.”

502.27b If a creature has multiple instances of amplify, each one works separately.

502.28. Double Strike

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502.28a Double strike is a static ability that modifies the rules for the combat damage step. (See rule

310, “Combat Damage Step.”)

502.28b At the start of the combat damage step, if at least one attacking or blocking creature has

double strike or first strike, creatures without double strike or first strike (see rule 502.2, “First

Strike”) don’t assign combat damage. Instead of proceeding to end of combat, the phase gets a

second combat damage step to handle the remaining creatures. In the second combat damage

step, surviving attackers and blockers that didn’t assign combat damage in the first step, plus

any creatures with double strike, assign their combat damage.

502.28c Removing double strike from a creature during the first combat damage step will stop it

from assigning combat damage in the second combat damage step.

502.28d Giving double strike to a creature with first strike after it has already put first strike combat

damage onto the stack in the first combat damage step will allow the creature to assign combat

damage in the second combat damage step.

502.28e Multiple instances of double strike on the same creature are redundant.

502.29. Provoke

502.29a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may

choose to have target creature defending player controls block this creature this combat if able.

If you do, untap that creature.”

502.29b If a creature has multiple instances of provoke, each triggers separately.

502.30. Storm

502.30a Storm is a triggered ability that functions on the stack. “Storm” means “When you play this

spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the

spell has any targets, you may choose new targets for any of the copies.”

502.30b If a spell has multiple instances of storm, each triggers separately.

502.31. Affinity

502.31a Affinity is a static ability that functions while the spell is on the stack. “Affinity for [text]”

means “This spell costs you {1} less to play for each [text] you control.”

502.31b The affinity ability reduces only generic mana costs; it doesn’t reduce how much colored

mana you have to pay for a spell.

502.31c If a spell has multiple instances of affinity, each of them applies.

502.32. Entwine

502.32a Entwine is a static ability that functions while the spell is on the stack. “Entwine [cost]”

means “You may choose to use all modes of this spell instead of just one. If you do, you pay an

additional [cost].” Using the entwine ability follows the rules for choosing modes and paying

additional costs in rules 409.1b and 409.1f–h.

502.32b If the entwine cost was paid, follow the text of each of the modes in the order written on

the card when the spell resolves.

502.33. Equip

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502.33a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this

Equipment to target creature you control. Play this ability only any time you could play a

sorcery.”

502.33b For more information about Equipment, see rule 212.2, “Artifacts.”

502.33c If an Equipment has multiple instances of equip, any of its equip abilities may be used.

502.34. Imprint

502.34a Imprint is an activated or triggered ability, written “Imprint — [text],” where “[text]” is a

triggered or activated ability. Cards that are in the removed-from-the-game zone because they

were removed from the game by an imprint ability are imprinted on the source of that ability.

502.34b The phrase “imprinted [quality] card” means the card with that quality that’s imprinted on

the permanent. If a permanent has more than one card with that quality imprinted on it, each of

those cards is an “imprinted [quality] card.”

502.35. Modular

502.35a Modular represents both a static ability and a triggered ability. “Modular N” means “This

permanent comes into play with N +1/+1 counters on it” and “When this permanent is put into a

graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1

counter on this permanent.”

502.35b If a creature has multiple instances of modular, each one works separately.

502.36. Shroud

502.36a Shroud is a static ability. “Shroud” means "This permanent or player can’t be the target of

spells or abilities."

502.36b Multiple instances of shroud on the same permanent or player are redundant.

502.37. Sunburst

502.37a Sunburst is a static ability that functions as an object is coming into play from the stack.

“Sunburst” means “If this object is coming into play from the stack as a creature, it comes into

play with a +1/+1 counter on it for each color of mana used to pay its cost. If this object is

coming into play from the stack and isn’t coming into play as a creature, it comes into play with

a charge counter on it for each color of mana used to pay its cost.”

502.37b Sunburst applies only as the spell is resolving and only if one or more colored mana was

paid for its costs. Mana paid for additional or alternative costs applies.

502.37c Sunburst can also be used to set a variable number for another ability. If the keyword is

used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature

spell.

Example: The ability “Modular—Sunburst” means “This permanent comes into play

with a +1/+1 counter on it for each color of mana used to pay its cost” and “When this

permanent is put into a graveyard from play, you may put a +1/+1 counter on target

artifact creature for each +1/+1 counter on this permanent.”

502.37d If an object has multiple instances of sunburst, each one works separately.

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502.38. Bushido

502.38a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or

becomes blocked, it gets +N/+N until end of turn.” (See rule 309, “Declare Blockers Step.”)

502.38b If a creature has multiple instances of bushido, each triggers separately.

502.39. Soulshift

502.39a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a

graveyard from play, you may return target Spirit card with converted mana cost N or less from

your graveyard to your hand.”

502.39b If a permanent has multiple instances of soulshift, each triggers separately.

502.40. Splice

502.40a Splice is a static ability that functions while a card is in your hand. “Splice onto [subtype]

[cost]” means “You may reveal this card from your hand as you play a [subtype] spell. If you

do, copy this card’s text box onto that spell and pay [cost] as an additional cost to play that

spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 409.1b

and 409.1f–h.

Example: Since the card with splice remains in the player’s hand, it can later be played

normally or spliced onto another spell. It can even be discarded to pay a “discard a

card” cost of the spell it’s spliced onto.

502.40b You can’t choose to use a splice ability if you can’t make the required choices (targets,

etc.) for that card’s instructions. You can’t splice any one card onto the same spell more than

once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the

order in which their instructions will be followed. The instructions on the main spell have to be

followed first.

502.40c The spell has the characteristics of the main spell, plus the text boxes of each of the spliced

cards. The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card

types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by

name refers to the spell on the stack, not the card from which the text was copied.

Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray

deals 2 damage to target creature or player.” Suppose Glacial Ray is spliced onto

Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists

deals the damage. This means that the ability can target a creature with protection from

red and deal 2 damage to that creature.

502.40d Choose targets for the added text normally (see rule 409.1c). Note that a spell with one or

more targets will be countered if all of its targets are illegal on resolution.

502.40e The spell loses any splice changes once it leaves the stack (for example, when it’s

countered, it’s removed from the game, or it resolves).

502.41. Defender

502.41a Defender is a static ability.

502.41b A creature with defender can’t attack.

502.41c Multiple instances of defender on the same creature are redundant.

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502.42. Offering

502.42a Offering is a static ability of a card that functions in any zone from which the card can be

played. “[Text] offering” means “You may play this card any time you could play an instant by

sacrificing a [text] permanent. If you do, the total cost to play this card is reduced by the

sacrificed permanent’s mana cost.”

502.42b The permanent is sacrificed at the same time the spell is announced (see rule 409.1a). The

total cost of the spell is reduced by the sacrificed permanent’s mana cost (see rule 409.1f).

502.42c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the total

cost to play the card with offering. Colored mana in the sacrificed permanent’s mana cost

reduces mana of the same color in the total cost to play the card with offering. Colored mana in

the sacrificed permanent’s mana cost that doesn’t match colored mana in the colored mana cost

of the card with offering, or is in excess of the card’s colored mana cost, reduces that much

generic mana in the total cost.

502.43. Ninjutsu

502.43a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a

player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an

unblocked creature you control to its owner’s hand: Put this card into play from your hand

tapped and attacking.”

502.43b The card with ninjutsu remains revealed from the time the ability is announced until the

ability leaves the stack.

502.43c A ninjutsu ability may be played only while a creature in play is unblocked (see rule

309.2f). The creature with ninjutsu is put into play unblocked. It will be attacking the same

player or planeswalker as the creature that was returned to its owner’s hand.

502.44. Epic

502.44a Epic represents both a static ability and a delayed triggered ability. “Epic” means, “For the

rest of the game, you can’t play spells,” and “At the beginning of each of your upkeeps, copy

this spell except for its epic ability. If the spell has any targets, you may choose new targets for

the copy.” See rule 503.10.

502.44b A player can’t play spells once a spell with epic he or she controls resolves, but effects

(such as the epic ability itself) can still put copies of spells onto the stack.

502.45. Enchant

502.45a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts

what an Aura spell can target and what an Aura can enchant.

502.45b For more information on Auras, see rule 212.4, “Enchantments.”

502.45c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must

follow the restrictions from all the instances of enchant. The Aura can enchant only objects or

players that match all of its enchant abilities.

502.45d Auras that can enchant a player can target and be attached to players. Such Auras can’t

target permanents and can’t be attached to permanents.

502.46. Convoke

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502.46a Convoke is a static ability that functions while the spell is on the stack. “Convoke” means

“As an additional cost to play this spell, you may tap any number of untapped creatures you

control. Each creature tapped this way reduces the cost to play this spell by {1} or by one mana

of any of that creature’s colors.” Using the convoke ability follows the rules for paying

additional costs in rules 409.1b and 409.1f–h.

Example: You play Guardian of Vitu-Ghazi, a spell with convoke that costs {6}{G}{W}.

You announce that you’re going to tap a colorless creature, a red creature, and a green-

and-white creature to help pay for it. The colorless creature and the red creature each

reduce the spell’s cost by {1}. You choose whether the green-white creature reduces the

spell’s cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian

of Vitu-Ghazi’s cost.

502.46b Multiple instances of convoke on the same spell are redundant.

502.47. Dredge

502.47a Dredge is a static ability that functions only while the card with dredge is in a player’s

graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you

would draw a card, you may instead put N cards from the top of your library into your

graveyard and return this card from your graveyard to your hand.”

502.47b A player with fewer cards in his or her library than the number required by a dredge ability

can’t put any of them into his or her graveyard this way.

502.48. Transmute

502.48a Transmute is an activated ability that functions only while the card with transmute is in a

player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a

card with the same converted mana cost as the discarded card, reveal that card, and put it into

your hand. Then shuffle your library. Play this ability only any time you could play a sorcery.”

502.48b Although the transmute ability is playable only if the card is in a player’s hand, it continues

to exist while the object is in play and in all other zones. Therefore objects with transmute will

be affected by effects that depend on objects having one or more activated abilities.

502.49. Substance

502.49a Substance is a static ability with no effect.

502.50. Bloodthirst

502.50a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this

turn, this permanent comes into play with N +1/+1 counters on it.”

502.50b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent

comes into play with X +1/+1 counters on it, where X is the total damage your opponents have

been dealt this turn.”

502.50c If an object has multiple instances of bloodthirst, each applies separately.

502.51. Haunt

502.51a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put

into a graveyard from play, remove it from the game haunting target creature.” “Haunt” on an

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instant or sorcery spell means “When this spell is put into a graveyard during its resolution,

remove it from the game haunting target creature.”

502.51b Cards that are in the removed-from-the-game zone as the result of a haunt ability “haunt”

the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted

by the haunt ability, regardless of whether or not that object is still a creature.

502.51c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the

removed-from-the-game zone.

502.52. Replicate

502.52a Replicate is a keyword that represents two abilities. The first is a static ability that

functions while the spell is on the stack. The second is a triggered ability that functions while

the spell is on the stack. “Replicate [cost]” means “As an additional cost to play this spell, you

may pay [cost] any number of times” and “When you play this spell, if a replicate cost was paid

for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may

choose new targets for any number of the copies.” Paying a spell’s replicate cost follows the

rules for paying additional costs in rules 409.1b and 409.1f–h.

502.52b If a spell has multiple instances of replicate, each is paid separately and triggers based on

the payments made for it, not any other instance of replicate.

502.53. Forecast

502.53a A forecast ability is a special kind of activated ability that can be played only from a

player’s hand. It’s written “Forecast — [Activated ability].”

502.53b A forecast ability may be played only during the upkeep step of the card’s owner and only

once each turn. The controller of the forecast ability reveals the card with that ability from his or

her hand as the ability is played. That player plays with that card revealed in his or her hand

until the upkeep step ends or until it leaves the player’s hand, whichever comes first.

502.54. Graft

502.54a Graft represents both a static ability and a triggered ability. “Graft N” means “This

permanent comes into play with N +1/+1 counters on it” and “Whenever another creature comes

into play, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this

permanent onto that creature.”

502.54b If a creature has multiple instances of graft, each one works separately.

502.55. Recover

502.55a Recover is a triggered ability that functions only while the card with recover is in a player’s

graveyard. “Recover [cost]” means “When a creature is put into your graveyard from play, you

may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, remove

this card from the game.”

502.56. Ripple

502.56a Ripple is a triggered ability that functions only while the card with ripple is on the stack.

“Ripple N” means “When you play this spell, you may reveal the top N cards of your library, or,

if there are fewer than N cards in your library, you may reveal all the cards in your library. If

you reveal cards from your library this way, you may play any of those cards with the same

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name as this spell without paying their mana costs, then put all revealed cards not played this

way on the bottom of your library in any order.”

502.56b If a spell has multiple instances of ripple, each triggers separately.

502.57. Flash

502.57a Flash is a static ability that functions in any zone from which you could play the card it’s

on. “Flash” means “You may play this card any time you could play an instant.”

502.57b Multiple instances of flash on the same object are redundant.

502.58. Split Second

502.58a Split second is a static ability that functions only while the spell with split second is on the

stack. “Split second” means “As long as this spell is on the stack, players can’t play other spells

or abilities that aren’t mana abilities.”

502.58b Multiple instances of split second on the same spell are redundant.

502.59. Suspend

502.59a Suspend is a keyword that represents three abilities. The first is a static ability that

functions while the card with suspend is in a player’s hand. The second and third are triggered

abilities that function in the removed-from-the-game zone. “Suspend N—[cost]” means “If you

could play this card from your hand, you may pay [cost] and remove it from the game with N

time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if

this card is suspended, remove a time counter from it,” and “When the last time counter is

removed from this card, if it’s removed from the game, play it without paying its mana cost if

able. If you can’t, it remains removed from the game. If you play a creature spell this way, it

gains haste until you lose control of the spell or the permanent it becomes.”

502.59b A card is “suspended” if it’s in the removed-from-the-game zone, has suspend, and has a

time counter on it.

502.59c Playing a spell as an effect of its suspend ability follows the rules for paying alternative

costs in rules 409.1b and 409.1f–h.

502.60. Vanishing

502.60a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This

permanent comes into play with N time counters on it,” “At the beginning of your upkeep, if

this permanent has a time counter on it, remove a time counter from it,” and “When the last time

counter is removed from this permanent, sacrifice it.”

502.60b Vanishing without a number means “At the beginning of your upkeep, if this permanent

has a time counter on it, remove a time counter from it” and “When the last time counter is

removed from this permanent, sacrifice it.”

502.60c If a permanent has multiple instances of vanishing, each works separately.

502.61. Absorb

502.61a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this

creature, prevent N of that damage.”

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502.61b Each absorb ability can prevent only N damage from any one source at any one time. It

will apply separately to damage from other sources, or to damage dealt by the same source at a

different time.

502.61c If an object has multiple instances of absorb, each applies separately.

502.62. Aura Swap

502.62a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]:

You may exchange this permanent with an Aura card in your hand.”

502.62b If either half of the exchange can’t be completed, the ability has no effect.

Example: You play the aura swap ability of an Aura. The only Aura card in your hand

can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability

has no effect.

Example: You play the aura swap ability of an Aura that you control but you don’t own.

The ability has no effect.

502.63. Deathtouch

502.63a Deathtouch is a triggered ability. “Deathtouch” means “Whenever this permanent deals

damage to a creature, destroy that creature.”

502.63b If a permanent has multiple instances of deathtouch, each triggers separately.

502.64. Delve

502.64a Delve is a static ability that functions while the spell that has it is on the stack. “Delve”

means “As an additional cost to play this spell, you may remove any number of cards in your

graveyard from the game. Each card removed this way reduces the cost to play this spell by

{1}.” Using the delve ability follows the rules for paying additional costs in rules 409.1b and

409.1f–h.

502.64b Multiple instances of delve on the same spell are redundant.

502.65. Fortify

502.65a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach

this Fortification to target land you control. Play this ability only any time you could play a

sorcery.”

502.65b For more information about Fortifications, see rule 212.2, “Artifacts.”

502.65c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.

502.66. Frenzy

502.66a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t

blocked, it gets +N/+0 until end of turn.”

502.66b If a creature has multiple instances of frenzy, each triggers separately.

502.67. Gravestorm

502.67a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When

you play this spell, put a copy of it onto the stack for each permanent that was put into a

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graveyard from play this turn. If the spell has any targets, you may choose new targets for any

of the copies.”

502.67b If a spell has multiple instances of gravestorm, each triggers separately.

502.68. Lifelink

502.68a Lifelink is a triggered ability. “Lifelink” means “Whenever this permanent deals damage,

you gain that much life.”

502.68b If a permanent has multiple instances of lifelink, each triggers separately.

502.69. Poisonous

502.69a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals

combat damage to a player, that player gets N poison counters.” (For information about poison

counters, see rule 102.3d.)

502.69b If a creature has multiple instances of poisonous, each triggers separately.

502.70. Reach

502.70a Reach is a static ability.

502.70b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See

rule 309, “Declare Blockers Step” and rule 502.4, “Flying.”)

502.70c Multiple instances of reach on the same creature are redundant.

502.71. Transfigure

502.71a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this

permanent: Search your library for a creature card with the same converted mana cost as this

permanent and put it into play. Then shuffle your library. Play this ability only any time you

could play a sorcery.”

502.72. Champion

502.72a Champion represents two triggered abilities. “Champion an [object]” means “When this permanent comes into play, sacrifice it unless you remove another [object] you control from the game” and “When this permanent leaves play, return the removed card to play under its owner’s control.”

502.72b The two abilities represented by champion are linked abilities as defined by rule 217.7d. 502.72c A permanent is “championed” by another permanent if the latter removes the former from

the game as the direct result of a champion ability. 502.73. Changeling

502.73a Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works in all zones. See rule 405.2.

502.73b Multiple instances of changeling on the same object are redundant.

502.74. Evoke

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502.74a Evoke represents two abilities: a static ability that functions in any zone from which the

card can be played and a triggered ability that functions in play. “Evoke [cost]” means “You may play this card by paying [cost] rather than paying its mana cost” and “When this permanent comes into play, if its evoke cost was paid, its controller sacrifices it.” Paying a card’s evoke cost follows the rules for paying alternative costs in rules 409.1b and 409.1f–h.

502.75. Hideaway

502.75a Hideaway represents a static ability and a triggered ability. “Hideaway” means “This permanent comes into play tapped” and “When this permanent comes into play, look at the top four cards of your library. Remove one of them from the game face down and put the rest on the bottom of your library in any order. As long as that card remains removed from the game, it may be looked at by any player who has controlled this permanent.”

503. Copying Objects

503.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some

effects put a token into play as a copy of another object. (Certain older cards were printed with the

phrase “search for a copy.” This section doesn’t cover those cards, which have received new text in

the Oracle card reference.)

503.2. When copying an object, the copy acquires the copiable values of the original object’s

characteristics (name, mana cost, color, card type, supertype, subtype, expansion symbol, rules text,

power, toughness, loyalty) and, for an object on the stack, choices made when playing it (mode,

targets, the value of X, whether a kicker cost was paid, how it will affect multiple targets, and so

on). The “copiable values” are the values that are printed on the object, as modified by other copy

effects, by “as . . . comes into play” and “as . . . is turned face up” abilities that set characteristics,

and by abilities that caused the object to be face down. Other effects (including type-changing and

text-changing effects), status, and counters are not copied.

Example: Chimeric Staff is an artifact that reads “{X}: Chimeric Staff becomes an X/X

artifact creature until end of turn.” Clone is a creature that reads, “As Clone comes into

play, you may choose a creature in play. If you do, Clone comes into play as a copy of that

creature.” After a Staff has become a 5/5 artifact creature, a Clone comes into play as a

copy of it. The Clone is an artifact, not a 5/5 artifact creature. (The copy has the Staff’s

ability, however, and will become a creature if that ability is activated.)

Example: Clone comes into play as a copy of a face-down Grinning Demon (a creature with

morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no

abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn

it face up.

503.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see

rule 510). Objects that copy the object will use the new copiable values.

Example: Vesuvan Doppelganger reads, “As Vesuvan Doppelganger comes into play, you

may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy

of that creature except for its color and gains ‘At the beginning of your upkeep, you may

have this creature become a copy of target creature except for its color. If you do, this

creature gains this ability.’” A Vesuvan Doppelganger comes into play as a copy of Grizzly

Bears (a 2/2 green creature with no abilities). Then a Clone comes into play as a copy of the

Doppelganger. The Clone is a 2/2 blue Bear named Grizzly Bears that has the

Doppelganger’s upkeep-triggered ability.

Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang

(an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker

the Odious, which is the flipped version of Nezumi Shortfang.

Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-

up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s

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characteristics become the characteristics of Branchsnap Lorian. However, since the

creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities,

and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the

characteristics of Branchsnap Lorian.

Example: A face-down Grinning Demon (a creature with morph) becomes a copy of

Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down

Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and

no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face

up, it will have the characteristics of Wandering Ones.

503.4. Some effects cause a permanent that’s copying a permanent to copy a different object while

remaining in play. The change doesn’t trigger comes-into-play or leaves-play abilities. This also

doesn’t change any noncopy effects presently affecting the permanent.

Example: Unstable Shapeshifter reads, “Whenever a creature comes into play, Unstable

Shapeshifter becomes a copy of that creature and gains this ability.” It’s affected by Giant

Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature comes

into play later this turn, Unstable Shapeshifter will become a copy of that creature, but it

will still get +3/+3 from the Giant Growth.

503.5. An object that comes into play “as a copy” of another object becomes a copy as it comes into

play. It doesn’t come into play, and then become a copy of that permanent. If the text that’s being

copied includes any abilities that replace the comes-into-play event (such as “comes into play with”

or “as [this] comes into play” abilities), those abilities will take effect. Also, any comes-into-play

triggered abilities of the copy will have a chance to trigger.

Example: Skyshroud Behemoth reads, “Fading 2 (This creature comes into play with two

fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you

can’t, sacrifice it.)” and “Skyshroud Behemoth comes into play tapped.” A Clone that

comes into play as a copy of a Skyshroud Behemoth will also come into play tapped with two

fade counters on it.

Example: Striped Bears reads, “When Striped Bears comes into play, draw a card.” A

Clone comes into play as a copy of Striped Bears. The Clone has the Bears’ comes-into-play

triggered ability, so the Clone’s controller draws a card.

503.6. When copying a permanent, any choices that have been made for that permanent aren’t copied.

Instead, if an object comes into play as a copy of another permanent, the object’s controller will get

to make any “as comes into play” choices for it.

Example: A Clone comes into play as a copy of Chameleon Spirit. Chameleon Spirit reads,

in part, “As Chameleon Spirit comes into play, choose a color.” The Clone won’t copy the

color choice of the Spirit; rather, the controller of the Clone will get to make a new choice.

503.7. Because any choices that have been made for a permanent aren’t copied, sometimes a copy card

will gain an ability that refers to a choice that was never made. In that case, the choice is considered

to be “undefined.” If an ability refers to an undefined choice, that part of the ability has no effect.

Example: Voice of All comes into play and Unstable Shapeshifter copies it. Voice of All

reads, in part, “As Voice of All comes into play, choose a color.” and “Voice of All has

protection from the chosen color.” Unstable Shapeshifter never had a chance for a color to

be chosen for it, because it didn’t come into play as a Voice of All card, so the protection

ability doesn’t protect it from anything at all.

503.8. If an ability causes a player to make a choice as a copy comes into play, the copy will

“remember” that choice and continue to use it for its abilities if appropriate. If the choice is not

appropriate, it is considered to be “undefined.” If an ability refers to an undefined choice, that part

of the ability has no effect.

Example: A Vesuvan Doppelganger comes into play as a copy of Chameleon Spirit, and the

Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves. The

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Elves has the ability, “{T}: Add one mana of the chosen color to your mana pool.” If the

mana ability of the Doppelganger is played, it will produce blue mana.

Example: A Vesuvan Doppelganger comes into play as a copy of Caller of the Hunt. Caller

of the Hunt reads, in part, “As Caller of the Hunt comes into play, choose a creature type.”

The Doppelganger’s controller chooses Goblin. Later, the Doppelganger copies Quirion

Elves. If the mana ability of the Doppelganger is played, it will fail to produce any mana. It

won’t produce Goblin mana.

503.9. Some copy effects give an ability to the copy as part of the copying process. This ability

becomes part of the copiable values for the copy, along with any other abilities that were copied.

Also, some copy effects specifically state that they don’t copy certain characteristics; they retain

their original values instead.

Example: Quirion Elves comes into play and an Unstable Shapeshifter copies it. The

copiable values of the Shapeshifter now match those of the Elves, except that the

Shapeshifter also has the ability “Whenever a creature comes into play, Unstable

Shapeshifter becomes a copy of that creature and gains this ability.” Then a Clone comes

into play as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values

of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the

Elves.

503.10. To copy a spell or activated ability means to put a copy of it onto the stack; a copy of a spell or ability isn’t “played.” A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made when it was played, including mode, targets, the value of X, and optional additional costs such as buyback. (See rule 409, “Playing Spells and Activated Abilities.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player who controlled the spell or ability that created it. A copy of a spell or ability is controlled by the player who put it on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.

Example: A player plays Fork, targeting an Emerald Charm. Fork reads, “Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork’s color and you may choose new targets for the copy.” Emerald Charm reads, “Choose one — Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn.” When the Fork resolves, it puts a copy of the Emerald Charm on the stack. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets. Example: Fling is an instant that reads, “As an additional cost to play Fling, sacrifice a creature.” and “Fling deals damage equal to the sacrificed creature’s power to target creature or player.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.

503.10a A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone

other than the stack or the in-play zone ceases to exist. This is a state-based effect. See rule 420.

503.10b A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.

503.10c Some effects copy a spell or ability and state that its controller may choose new targets for

the copy. The player may leave any number of the targets unchanged, even if those targets

would be illegal. If the player chooses to change some or all of the targets, the new targets must

be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the

stack with those targets.

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503.11. If an effect refers to a permanent by name, the effect still tracks that permanent even if it

changes names or becomes a copy of something else.

Example: An Unstable Shapeshifter copies a Crazed Armodon. Crazed Armodon reads,

“{G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed

Armodon at end of turn. Play this ability only once each turn.” If this activated ability of the

Shapeshifter is played, the Shapeshifter will be destroyed at end of turn, even if it’s no

longer a copy of Crazed Armodon at that time.

503.12. An effect that instructs a player to “play a copy” of an object follows the rules for playing spells

and abilities, except that the copy is played while another spell or ability is resolving. Playing a

copy of a nonland object follows steps 409.1a–h of rule 409, “Playing Spells and Activated

Abilities,” then the copy becomes played. The played copy is a spell on the stack, and just like any

other spell it can resolve or be countered.

504. Face-Down Spells and Permanents

504.1. Two cards (Illusionary Mask and Ixidron) and the morph ability (see rule 502.26) allow spells

and permanents to be face down.

504.2. Face-down spells on the stack, face-down permanents in play, and face-down cards in the

phased-out zone have no characteristics other than those listed by the ability or rules that allowed

the card, spell, or permanent to be turned face down. Any listed characteristics are the copiable

values of that object’s characteristics. (See rule 418.5, “Interaction of Continuous Effects,” and rule

503, “Copying Objects.”) Objects that are put into play face down are turned face down before they

come into play, so the permanent’s comes-into-play abilities won’t trigger (if triggered) or have any

effect (if static). Objects that are played face down are turned face down before they are put onto the

stack, so effects that care about the characteristics of a spell will see only the face-down spell’s

characteristics. Any effects or prohibitions that would apply to playing an object with these

characteristics (and not the face-up object’s characteristics) are applied to playing this object.

504.3. At any time, you may look at a face-down spell you control on the stack, a face-down permanent

you control, or a face-down card in the phased-out zone you controlled when it phased out. You

can’t look at face-down cards in any other zone, face-down spells or permanents controlled by

another player, or face-down cards in the phased-out zone last controlled by another player. The

ability or rules that allow a permanent to be face down may also allow the permanent’s controller to

turn it face up. Spells normally can’t be turned face up.

504.4. If you control multiple face-down spells on the stack or face-down permanents in play, you must

ensure at all times that your face-down spells and permanents can be easily differentiated from each

other. This includes, but is not limited to, knowing the order spells were played, the order that face-

down permanents came into play, which creature attacked last turn, and any other differences

between face-down spells or permanents. Common methods for distinguishing between face-down

objects include using counters or dice to mark the different objects, or clearly placing those objects

in order on the table.

504.5. As a face-down permanent is turned face up, its copiable values revert to its normal copiable

values. Any effects that have been applied to the face-down permanent still apply to the face-up

permanent. Any abilities relating to the permanent coming into play don’t trigger and don’t have

any effect, because the permanent has already come into play.

504.6. If a face-down permanent moves from the in-play zone to any zone other than the phased-out

zone, its owner must reveal it to all players as he or she moves it. If a phased-out face-down object

moves to any zone other than the in-play zone, its owner must reveal it as he or she moves it. If a

face-down spell moves from the stack to any zone other than the in-play zone, its owner must reveal

it to all players as he or she moves it. At the end of each game, all face-down objects in play, in the

phased-out zone, or on the stack must be revealed to all players.

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504.7. If a face-down permanent becomes a copy of another permanent, its copiable values become the

copiable values of that permanent, as modified by its face-down status. Its characteristics therefore

remain the same: the characteristics listed by the ability or rules that allowed it to be turned face

down. However, if it is turned face up, its copiable values become the values it copied from the

other permanent.

504.8. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after

it’s turned face up, that ability is applied while that permanent is being turned face up, not

afterward.

505. Split Cards

505.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic:

The Gathering card back.

505.2. In every zone except the stack, split cards have two sets of characteristics and two converted

mana costs. As long as a split card is a spell on the stack, only the characteristics of the half being

played exist. The other half’s characteristics are treated as though they didn’t exist.

505.3. Each split card that consists of two halves with different colored mana symbols in their mana

costs is a multicolored card while it’s not a spell on the stack. While it’s a spell on the stack, it’s

only the color or colors of the half being played.

505.4. Although split cards have two playable halves, each split card is only one card. For example, a

player who has drawn or discarded a split card has drawn or discarded one card, not two.

505.5. An effect that asks for a particular characteristic of a split card while it’s in a zone other than the

stack gets two answers (one for each of the split card’s two halves).

Example: Infernal Genesis has an ability that reads, “At the beginning of each player’s

upkeep, that player puts the top card from his or her library into his or her graveyard. He or

she then puts X 1/1 black Minion creature tokens into play, where X is that card’s converted

mana cost.” If the top card of your library is Assault/Battery when this ability resolves, the

game sees its converted mana cost as “1, and 4.” You get five creature tokens.

505.6. An effect that performs a positive comparison (such as asking if a card is red) or a relative

comparison (such as asking if a card’s converted mana cost is less than 2) involving characteristics

of one or more split cards in any zone other than the stack gets only one answer. This answer is

“yes” if either side of each split card in the comparison would return a “yes” answer if compared

individually.

An effect that performs a negative comparison (such as asking if cards have different names)

involving characteristics of one or more split cards in any zone other than the stack also gets only

one answer. This answer is “yes” if performing the analogous positive comparison would return a

“no” answer.

If an effect performs a comparison involving multiple characteristics of one or more split cards in

any zone other than the stack, each characteristic is compared separately. If each of the individual

comparisons would return a “yes” answer, the whole comparison returns a “yes” answer.

Example: Void reads, “Choose a number. Destroy all artifacts and creatures with

converted mana cost equal to that number. Then target player reveals his or her hand and

discards all nonland cards with converted mana cost equal to the number.” If a player plays

Void and chooses 1, his or her opponent would discard Assault/Battery because the game

sees its converted mana cost as “1, and 4.” The same is true if the player chooses 4. If the

player chooses 5, however, Assault/Battery would be unaffected.

505.7. If an effect instructs a player to name a card and the player wants to name a split card, the player

must name both halves of the split card.

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506. Subgames

506.1. Some cards allow players to play a Magic subgame.

506.1a A “subgame” is a completely separate Magic game created by a card’s effect. The “main game” is the game in which the spell or ability that created the subgame was played. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.

506.1b No effects or definitions created in either the main game or the subgame have any meaning

in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.

506.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in his or her main-game library, moves them to his or her subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone. Randomly

determine which player goes first. The subgame proceeds like a normal game, following all other

rules in section 101, “Starting the Game.”

506.3. Any rules regarding the size of a player’s deck are ignored for the subgame. However, because each player draws seven cards when a game begins, any player with fewer than seven cards in his or her deck will lose the subgame when state-based effects are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 420, “State-Based Effects.”)

506.4. All objects in the main game and all cards outside the main game are considered outside the

subgame (except those specifically brought into the subgame). All players not currently in the

subgame are considered outside the subgame.

506.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.

506.5. At the end of a subgame, each player puts all cards he or she owns that are in the subgame into his or her library in the main game, then shuffles them. This includes cards in the subgame’s removed-from-the-game zone. (This is a change from previous rules.) All other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.

Example: If a card was brought into the subgame either from the main game or from

outside the main game, that card will be put into its owner’s main-game library when the

subgame ends.

506.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.

507. Controlling Another Player’s Turn

507.1. One card (Mindslaver) allows a player’s turn to be controlled by another player. This effect

applies to the next turn that the affected player actually takes. The entire turn is controlled; the

effect doesn’t end until the beginning of the next turn.

507.1a Multiple turn-controlling effects that affect the same player overwrite each other. The last

one to be created is the one that works.

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507.1b If a turn is skipped, any pending turn-controlling effects wait until the player who would be

affected actually takes a turn.

507.1c Only the control of the turn changes. All objects are controlled by their normal controllers.

507.2. If information about an object would be visible to the player whose turn is controlled, it’s visible

to both that player and the controller of the turn.

Example: The controller of a player’s turn can see that player’s hand and the identity of

any face-down creatures he or she controls.

507.3. The controller of another player’s turn makes all choices and decisions that player is allowed to

make or is told to make during that turn by the rules or by any objects. This includes choices and

decisions about what to play, and choices and decisions called for by spells and abilities.

Example: The controller of the turn decides which spells to play and what those spells

target, and makes any required decisions when those spells resolve.

Example: The controller of the turn decides which of the player’s creatures attack, and how

those creatures assign their combat damage.

507.3a The controller of another player’s turn can use only that player’s resources (cards, mana, and

so on) to pay costs for that player.

Example: If the controller of the turn decides that the player will play a spell with an

additional cost of discarding cards, the cards are discarded from the player’s hand.

507.3b The controller of another player’s turn can’t make that player concede. A player may

concede the game at any time, even if his or her turn is controlled by another player. See rule

102.3a.

507.3c The controller of another player’s turn can’t make choices or decisions for that player that

aren’t called for by the rules or by any objects. The controller also can’t make any choices or

decisions for the player that would be called for by the tournament rules.

Example: The player whose turn it is still chooses whether he or she leaves to visit the

restroom, trades a card to someone else, takes an intentional draw, or calls a judge

about an error or infraction.

507.3d A player who controls another player’s turn also continues to make his or her own choices

and decisions.

507.4. A player doesn’t lose life due to mana burn while another player controls his or her turn.

(Unused mana in players’ mana pools is still lost when a phase ends. See rule 300.3.)

508. Flip Cards

508.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the

card defines the card’s normal characteristics. Additional alternative characteristics appear upside

down on the card. The back of a flip card is the normal Magic: The Gathering card back.

508.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and

toughness. The text box usually contains an ability that causes the permanent to “flip” if certain

conditions are met.

508.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and

toughness. These characteristics are used only if the permanent is in play and only if the

permanent is flipped.

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508.1c A flip card’s color, mana cost, expansion symbol, illustration credit, and legal text don’t

change if the permanent is flipped. Also, any changes to it by external effects will still apply.

508.2. In every zone other than the in-play zone, and also in the in-play zone before the permanent

flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the

in-play zone is flipped, the normal name, text box, type line, power, and toughness of the flip

permanent don’t apply and the alternative versions of those characteristics apply instead.

Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature

named Tok-Tok, Volcano Born. An effect that says “search your library for a legendary

card” can’t find this flip card. An effect that says “legendary creatures get +2/+2” doesn’t

affect Akki Lavarunner, but it does affect Tok-Tok.

508.3. If you control a flip permanent, you must ensure that it’s clear at all times whether the permanent

is flipped or not, both when it’s untapped and when it’s tapped. Common methods for

distinguishing between flipped and unflipped permanents include using coins or dice to mark

flipped objects.

508.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to

become unflipped. However, if a flipped permanent leaves play, it retains no memory of its status.

See rule 510, “Status.”

509. Ending the Turn

509.1. One card (Time Stop) ends the turn when it resolves. When an effect ends the turn, follow these

steps in order, as they differ from the normal process for resolving spells and abilities (see rule 413,

“Resolving Spells and Abilities”).

509.1a Remove every object on the stack from the game. Remove all attacking and blocking

creatures, if any, from combat. Remove all planewalkers from combat. All objects not in play or

on the stack that aren’t represented by cards will cease to exist the next time state-based effects

are checked (see rule 420, “State-Based Effects).

509.1b Check state-based effects. No player gets priority, and no triggered abilities are put onto the

stack.

509.1c The current phase and/or step ends. The game skips straight to the cleanup step. Skip any

phases or steps between this phase or step and the cleanup step.

509.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any

triggered abilities have triggered between the spell or ability resolving and the cleanup step ending,

there’s a chance to play spells and abilities in the cleanup step. Then there will be another cleanup

step before the turn finally ends (see rule 314.3).

509.3. Even though the turn ends, “at end of turn” triggered abilities don’t trigger because the end of

turn step is skipped.

510. Status

510.1. A permanent’s status is its physical state. There are three status categories, each of which has

two possible values: tapped/untapped, flipped/unflipped, and face up/face down. Each permanent

always has one of these values for each of these categories.

510.2. Status is not a characteristic, though it may affect a permanent’s characteristics.

510.3. Permanents come into play untapped, unflipped, and face up unless a spell or ability says

otherwise.

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510.4. A permanent retains its status until a spell, ability, or game action changes it, even if that status

is not relevant to it.

Example: Dimir Doppelganger says “{1}{U}{B}: Remove target creature card in a

graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this

ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi

Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the

Dimir Doppelganger ability. If this permanent then becomes a copy of Grizzly Bears, it will

retain its flipped status even though that has no relevance to Grizzly Bears. If its copy ability

is activated again, this time targeting a Nezumi Shortfang card (another flip card), this

permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious

(the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.

510.5. Only permanents have status. Cards not in play do not. Although a card in the removed-from-

the-game zone may be face down, this has no correlation to the face-down status of a permanent.

510.6. A permanent that phases out remembers its status, as well as other information about the

permanent (such as who controls it or whether it has any counters on it). It will phase in with the

same status it had when it phased out. If it was face down when it phased out, it will stay face down

in the phased-out zone.

511. Flipping a Coin

511.1. To flip a coin for an object that cares whether a player wins or loses the flip, the affected player

flips the coin and calls “heads” or “tails.” If the call matches the result, that player wins the flip.

Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no

other players are involved.

511.2. To flip a coin for an object that cares whether the coin comes up heads or tails, each affected

player flips a coin without making a call. No player wins or loses this kind of flip.

511.3. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to

be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for

flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree

to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,”

or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”

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6. Multiplayer Rules 600. General

600.1. A multiplayer game is a game that begins with more than two players. This section contains

additional optional rules that can be used for multiplayer play.

600.2. These rules consist of a series of options that can be added to a multiplayer game and a number

of variant styles of multiplayer play. A single game may use multiple options but only one variant.

600.3. Many multiplayer Magic tournaments have additional rules not included here, including rules

for deck construction. See the most current Magic: The Gathering DCI Floor Rules for more

information. They can be found at www.wizards.com/default.asp?x=dci/doccenter/home.

600.4. Unlike two-player games, multiplayer games can continue after one or more players have left the

game.

600.4a. When a player leaves the game, all objects (see rule 200.8) owned by that player leave the

game, all spells and abilities controlled by that player on the stack cease to exist, and any

change-of-control effects which give that player control of any objects end. Then, if there are

any objects still controlled by that player, those objects leave the game. (Any objects leaving the

game this way that aren’t owned by the player leaving the game are placed in the removed-

from-the-game zone.) This is not a state-based effect. It happens as soon as the player leaves the

game. If the player who left the game had priority at the time he or she left, priority passes to the

next player in turn order who’s still in the game. A player leaving the game doesn’t affect

combat damage on the stack.

Example: Alex plays Control Magic, an Aura that reads, “You control enchanted

creature,” on Bianca’s Wall of Wood. If Alex leaves the game, so does Control Magic,

and Wall of Wood reverts to Bianca’s control. If, instead, Bianca leaves the game, so

does Wall of Wood, and Control Magic is put into Alex’s graveyard.

Example: Alex plays Threaten, which reads, in part, “Untap target creature and gain

control of it until end of turn,” targeting Bianca’s Wall of Wood. If Alex leaves the

game, Threaten’s change-of-control effect ends and Wall of Wood reverts to Bianca’s

control.

Example: Alex plays Bribery, which reads, “Search target opponent’s library for a

creature card and put that card into play under your control. Then that player shuffles

his or her library,” targeting Bianca. Alex puts Wall of Wood into play from Bianca’s

library. If Alex leaves the game, Wall of Wood leaves the game. If, instead, Bianca

leaves the game, Wall of Wood still leaves the game.

Example: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature

comes into play, if Genesis Chamber is untapped, that creature’s controller puts a 1/1

Myr artifact creature token into play.” If Alex leaves the game, all Myr tokens created

by Genesis Chamber while it was under Alex’s control leave the game as well because

Alex owns the tokens.

600.4b. If an object would change to the control of a player who has left the game, that object’s

control remains unchanged. If a token would be put into play under the control of a player who

has left the game, no token is created.

600.4c If an object owned by a player who has left the game would be put into any zone, it leaves

the game instead. (This includes abilities that would be put onto the stack.)

Example: Astral Slide is an enchantment that reads, “Whenever a player cycles a card,

you may remove target creature from the game. If you do, return that creature to play

under its owner’s control at end of turn.” During Alex’s turn, Bianca uses Astral Slide’s

ability to remove Alex’s Hypnotic Specter from the game. Before the end of that turn,

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Bianca leaves the game. At end of turn, the delayed triggered ability generated by Astral

Slide that would return Hypnotic Specter to play triggers, but it leaves the game rather

than being put on the stack. Hypnotic Specter never returns to play.

600.4d If an object requires a player who has left the game to make a choice, the controller of the

object chooses another player to make that choice. If the original choice was to be made by an

opponent of the controller of the object, that player chooses another opponent if possible.

600.4e If an effect requires information about a specific player, the effect uses the current

information about that player if he or she is still in the game; otherwise, the effect uses the last

known information about that player before he or she left the game.

600.4f If a player leaves the game during his or her turn, that turn continues to its completion

without an active player. If the active player would receive priority, instead the next player in

turn order receives priority, or the top object on the stack resolves, or the phase or step ends,

whichever is appropriate.

600.5 In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of seven cards rather than six cards. Subsequent hands decrease by one card as normal. The Two-Headed Giant variant employs more extensive changes to the mulligan rule; see rule 606.6a.

601. Limited Range of Influence Option

601.1. Limited range of influence is an option that can be applied to most multiplayer games. It’s

always used in the Emperor variant (see rule 607), and it’s often used for games involving five or

more players.

601.2. A player’s range of influence is the maximum distance from that player, measured in player

seats, that the player can affect. Players within that many seats of the player are within that player’s

range of influence. Objects controlled by players within a player’s range of influence are also within

that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing,

attacking, making choices, and winning the game.

601.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different

players may have different ranges of influence.

Example: A range of influence of 1 means that only you and the players seated directly

next to you are within your range of influence.

Example: A range of influence of 2 means that you and the two players to your left and

the two players to your right are within your range of influence.

601.2b A player is always within his or her own range of influence.

601.2c The particular players within each player’s range of influence are determined as each turn

begins.

Example: In a game with a range of influence of 1, Alex is seated to the left of Rob, and

Carissa is seated to the right of Rob. Carissa is not in Alex’s range of influence. If Rob

leaves the game, Carissa will enter Alex’s range of influence at the start of the next turn.

601.2d An object is within a player’s range of influence if it’s controlled by that player or by

another player within that many seats of that player.

601.3. Creatures can attack only opponents within their controller’s range of influence. If no opponents

are within a player’s range of influence, creatures that player controls can’t attack.

601.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities

that player controls.

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601.5. Some cards require players to make choices. These cards work differently when the limited

range of influence option is used.

601.5a If a player is asked to choose an object or player, he or she must choose one within his or her

range of influence.

Example: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex

activates the ability of Cuombajj Witches, which reads, “Cuombajj Witches deals 1

damage to target creature or player and 1 damage to target creature or player of an

opponent’s choice,” targeting Rob and choosing Rob as the opponent who picks the

other target. Rob must choose a target that’s in both his range of influence and in the

range of influence of the controller of Cuombajj Witches. He must therefore choose

himself, Alex, or a creature controlled by either himself or Alex.

601.5b If a player is asked to choose between one or more options (and not between one or more

objects or players), he or she can choose between those options even if those options refer to

objects or players outside the player’s range of influence.

Example: Alex, who has a range of influence of 2, is seated to the left of Rob, and

Carissa, who has range of influence of 1, is seated to the right of Rob. Alex plays a card

that reads, “An opponent chooses one — You draw 2 cards; or each creature you

control gets +2/+2 until end of turn,” and chooses Carissa to make that choice. Carissa

can choose the mode even though Alex is out of her range.

601.5c If an effect requires a choice and there’s no player who can make that choice within its

controller’s range of influence, the closest appropriate player to its controller’s left makes that

choice.

Example: In an Emperor game in which all players have range of influence 1, an

emperor plays Fact or Fiction, which reads, “Reveal the top five cards of your library.

An opponent separates those cards into two piles. Put one pile into your hand and the

other into your graveyard.” Since no opponent is within the emperor’s range of

influence, the nearest opponent to the emperor’s left separates the cards into piles.

601.6. A player can’t play the activated abilities of an object outside of his or her range of influence.

601.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of

influence of its source’s controller.

Example: In a game with range of influence limited to 1, Alex is seated to the left of Rob.

Rob controls two Auras attached to Alex’s Grizzly Bears: One with the trigger condition

“Whenever enchanted creature becomes blocked,” and one with the trigger condition

“Whenever enchanted creature becomes blocked by a creature.” Alex’s Grizzly Bears

attacks the player to Alex’s left and becomes blocked. The ability of Rob’s first Aura triggers

because the entire event (Grizzly Bears becomes blocked) happens within Rob’s range of

influence. The ability of Rob’s second Aura doesn’t trigger, however, because that event

includes the blocking creature, which is out of Rob’s range.

601.7a If a trigger event includes an object moving out of or into a player’s range of influence, use

the game state before or after the event as appropriate to determine whether the triggered ability

will trigger. See rule 410.10.

Example: Carissa and Alex are outside each other’s range of influence. Carissa

controls a creature owned by Alex and they each control a Soul Net, an artifact which

reads, “Whenever a creature is put into a graveyard from play, you may pay {1}. If you

do, you gain 1 life.” The creature is destroyed and is put into Alex’s graveyard. Alex’s

Soul Net doesn’t trigger because the destruction event was outside Alex’s range of

influence. Carissa’s Soul Net does trigger, even though the creature is going to a

graveyard outside her range, because the destruction event was within her range.

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601.8. An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura

is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based

effect. See rule 420.

601.9. An Equipment can’t equip an object outside its controller’s range of influence, and a

Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or

Fortification is attached to an illegal permanent, it becomes unattached from that permanent but

remains in play. This is a state-based effect. See rule 420.

601.10. Spells and abilities can’t affect objects or players outside their controller’s range of influence.

The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The

rest of the effect will work normally.

Example: In a six-player game where each player has range of influence 1, Alex plays

Pyroclasm, which reads, “Pyroclasm deals 2 damage to each creature.” Pyroclasm deals 2

damage to each creature controlled by Alex, the player to Alex’s left, and the player to

Alex’s right. No other creatures are dealt damage.

601.11. If a spell or ability requires information from the game, it gets only information from within its

controller’s range of influence. It doesn’t see objects or events outside its controller’s range of

influence.

Example: In a six-player game where each player has range of influence 1, Alex controls

Coat of Arms, which reads, “Each creature gets +1/+1 for each other creature in play that

shares a creature type with it.” Coat of Arms will boost Alex’s creatures based only on what

creatures are controlled by Alex, the player to Alex’s left, and the player to Alex’s right. It

won’t take other creatures into account.

Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost

Rob’s creatures based only on what creatures are controlled by Rob and Alex. They are the

only two players within range of both Rob and the controller of Coat of Arms.

601.12. The “legend rule” (see rule 420.5e) applies to a permanent only if other legendary permanents

with the same name are within its controller’s range of influence.

Example: Alex has range of influence 1, and Carissa has range of influence 2. Rob sits

between them. If Alex controls a legendary permanent and Carissa puts a legendary

permanent with the same name into play, only the one controlled by Carissa will be put into

a graveyard.

601.13. The “world rule” (see rule 420.5i) applies to a permanent only if other world permanents are

within its controller’s range of influence.

601.14. Replacement and prevention effects watch for a particular event to happen and then completely

or partially replace that event. The limited range of influence option can cause the modified event to

contain instructions that can’t be carried out, in which case the player simply ignores the impossible

instructions. See rule 419, “Replacement and Prevention Effects.”

601.14a If a replacement effect tries to cause a spell or ability to affect an object or player outside

its controller’s range of influence, that portion of the event does nothing.

Example: Alex plays Lava Axe (“Lava Axe deals 5 damage to target player”) targeting

Rob. In response, Rob plays Captain’s Maneuver (“The next X damage that would be

dealt to target creature or player this turn is dealt to another target creature or player

instead.”) with X = 3, targeting Carissa. Carissa isn’t in Alex’s range of influence.

When Lava Axe resolves, it deals only 2 damage to Rob and no damage to Carissa.

601.14b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it

can affect only sources within the spell or ability’s controller’s range of influence. If a spell or

ability creates an effect that prevents damage that would be dealt to a creature or player, it can

affect only creatures and players within the spell or ability’s controller’s range of influence. If a

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spell or ability creates an effect that prevents damage, but neither the source nor the would-be

recipient of the damage is specified, it prevents damage only if both the source and recipient of

that damage are within the spell or ability’s controller’s range of influence.

Example: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an

enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa

attacks Rob with a creature. The creature deals combat damage to Rob.

Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa plays

Lightning Blast (“Lightning Blast deals 4 damage to target creature or player”)

targeting Rob. In response, Alex plays Mending Hands (“Prevent the next 4 damage that

would be dealt to target creature or player this turn.”) targeting Rob. The damage to

Rob is prevented.

Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa attacks

Rob with a creature, and Rob blocks with a creature. Alex plays Holy Day (“Prevent all

combat damage that would be dealt this turn.”) Carissa and Rob’s creatures deal

combat damage to each other.

601.15. If an effect states that a player wins the game, all of that player’s opponents within his or her range of influence lose the game instead.

602. Attack Multiple Players Option

602.1. Some multiplayer games allow the active player to attack multiple other players. If this option is

used, a player can also choose to attack only one player during a particular combat.

602.2. As the combat phase starts, the attacking player doesn’t choose an opponent to become the

defending player. Instead, all the attacking player’s opponents are defending players during the

combat phase.

602.2a Any rule, object, or effect that refers to a “defending player” refers to one specific defending

player, not to all of the defending players. This will usually be the defending player that the

creature with the ability is attacking; if there are multiple defending players that could be

chosen, the controller of the ability chooses one.

602.3. As the attacking player declares each attacking creature, he or she chooses a defending player for

it to attack. See rule 308, “Declare Attackers Step.”

602.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated

based on the entire group of attacking creatures. Restrictions and requirements that apply to

attacking a specific player apply only to creatures attacking that player. The entire group of

attacking creatures must still be legal. See rule 500, “Legal Attacks and Blocks.”

Example: Rob attacks Alex with Grizzly Bears and attacks Carissa with a creature with

mountainwalk. Whether the creature with mountainwalk is unblockable depends only on

whether Carissa controls a Mountain.

602.3b Creatures in a band can’t attack different players. See rule 502.10, “Banding.”

602.4. If creatures are attacking more than one player, each defending player declares blockers in

APNAP order as the declare blockers step begins. (See rule 103.4 and rule 309, “Declare Blockers

Step.”) The first defending player declares all his or her blocks, then the second defending player,

and so on.

602.4a A defending player can block only with creatures he or she controls. Those creatures can

block only creatures attacking that player; they can’t block creatures attacking other players.

602.4b When determining whether a defending player’s blocks are legal, ignore any creatures

attacking other players and any blocking creatures controlled by other players.

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602.5. Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds

just as in a two-player game. See rule 310, “Combat Damage Step.”

603. Deploy Creatures Option

603.1. The Emperor variant always uses the deploy creatures option, and it can be used in other variants

that allow players to compete in teams. Multiplayer formats in which players compete as individuals

usually don’t use this option.

603.2. Each creature has the ability “{T}: Target teammate gains control of this creature. Play this

ability only any time you could play a sorcery.”

604. Attack Left and Attack Right Options

604.1. Some multiplayer games use the optional attack left or attack right rules.

604.1a If the attack left option is used, a player can attack only an opponent seated immediately to

his or her left. If a player’s nearest opponent to the left is more than one seat away, the player

can’t attack.

604.1b If the attack right option is used, a player can attack only an opponent seated immediately to

his or her right. If a player’s nearest opponent to the right is more than one seat away, the player

can’t attack.

605. Free-for-All Variant

605.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.

605.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses

the following default options.

605.2a The limited range of influence option usually isn’t used in Free-for-All games. If it is, each

player has the same range of influence, which is determined before play begins. See rule 601,

“Limited Range of Influence Option.”

605.2b Exactly one of the attack left, attack right, and attack multiple players options must be used.

See rule 604, “Attack Left and Attack Right Options,” and rule 602, “Attack Multiple Players

Option.”

605.2c The deploy creatures option isn’t used in the Free-for-All variant.

605.3. The players are randomly seated around the table.

605.4. Free-for-All games use the normal rules for winning and losing the game. See rule 102,

“Winning and Losing.”

606. Two-Headed Giant Variant

606.1. Two-Headed Giant games are played with two teams of two players each.

606.2. No other multiplayer options are used in Two-Headed Giant games.

606.3. Each team sits together on one side of the table. Each team decides the order in which its players

sit. The player seated on the right within each team is the primary player, and the player seated on

the left is the secondary player.

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606.4. The Two-Headed Giant variant has two unique features.

606.4a Each team has a shared life total, which starts at 30 life.

606.4b. Each team takes turns rather than each player.

606.5. With the exception of life total, a team’s resources (cards in hand, mana, and so on) are not

shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss

strategies at any time. Teammates can’t manipulate each other’s cards or permanents.

606.6. Timing of Team Turns

606.6a A player who is dissatisfied with his or her initial hand may mulligan. First, the starting team

takes any mulligans. For a team to take a mulligan, each player on that team decides whether to

shuffle his or her hand back into the deck and then draw a new hand of seven cards (see rule

101.4a). All players on that team who chose to do so take their mulligans at the same time. After

each player on that team who took a mulligan looks at his or her new hand, the team repeats the

process, resulting in a hand of one fewer card each time, until the hand size reaches zero cards.

Teammates may consult during this process, but a player can’t see the result of his or her

teammate’s mulligan before deciding whether to take a mulligan at the same time. Once a player

has decided to keep a hand, those cards become his or her opening hand. That player can’t take

any more mulligans, but his or her teammate may. Once each player on the starting team

decides to keep an opening hand, the other team may take mulligans.

606.6b. The team who plays first skips the draw step of their first turn.

606.6c Teams have priority, not individual players.

606.6d The Active Player, Nonactive Player order rule (see rule 103.4) is modified for Two-Headed

Giant play. The team whose turn it is is the active team. The other team is the nonactive team. If

both teams would make choices and/or take actions at the same time, first the active team makes

any choices required, then the nonactive team makes any choices required. Then the actions

happen simultaneously.

606.6e A player may play a spell or activated ability, or take a special action, only when his or her

team has priority. If both players on a team want to take an action at the same time, the primary

player decides who takes the action. Each player on a team draws a card during that team’s draw

step. Each player on a team may play a land during each of that team’s turns.

606.6f If multiple triggered abilities have triggered since the last time a team received priority, the

members of the active team put all triggered abilities either of them controls on the stack in any

order they choose, then the members of the nonactive team do the same.

606.6g If a team has priority and neither player on that team wishes to do anything, that team

passes. If both teams pass in succession (that is, if both teams pass without any player taking

any actions in between passing), the top object on the stack resolves, then the active team

receives priority. If the stack is empty when both teams pass in succession, the phase or step

ends and the next one begins.

606.6h If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that

player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step,

phase, or turn, that player’s team does so. If a single effect causes both players on the same team

to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn.

If an effect causes a player to control another player’s turn, the controller of that effect controls

the affected player’s team’s turn.

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606.6i If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first

the primary player on the active team performs all of his or her draws, then the secondary player

on that team performs all of his or her draws, then the nonactive team does the same.

606.7. The Two-Headed Giant variant uses different combat rules than other multiplayer variants.

606.7a Each team’s creatures attack the other team as a group. During the combat phase, the active

team is the attacking team and each player on the active team is an attacking player. Likewise,

the nonactive team is the defending team and each player on the nonactive team is a defending

player.

Any one-shot effect or characteristic-defining ability that refers to the “defending player”

refers to one specific defending player, not to both of the defending players. The controller of

the effect or of the object with the characteristic-defining ability chooses which one the spell or

ability refers to. The same is true for any one-shot effect that refers to the “attacking player.”

All other cases in which the “defending player” is referred to actually refer to both defending

players. If the reference involves a positive comparison (such as asking whether the defending

player controls an Island) or a relative comparison (such as asking whether you control more

creatures than the defending player), it gets only one answer. This answer is “yes” if either

defending player in the comparison would return a “yes” answer if compared individually. If the

reference involves a negative comparison (such as asking whether the defending player controls

no black permanents), it also gets only one answer. This answer is “yes” if performing the

analogous positive comparison would return a “no” answer. The same is true for all other cases

that refer to the “attacking player.”

606.7b. As the declare attackers step begins, the active team declares attackers. If an effect of an

object controlled by a defending player prohibits a creature from attacking him or her, that

creature can’t attack the defending team. The active team has one combined attack, and that set

of attacking creatures must be legal as a whole.

Example: One player in a Two-Headed Giant game controls Teferi’s Moat, which says

“As Teferi’s Moat comes into play, choose a color.” and “Creatures of the chosen color

without flying can’t attack you.” Creatures of the chosen color without flying can’t

attack that player’s team.

606.7c As the declare blockers step begins, the defending team declares blockers. Creatures

controlled by the defending players can block any attacking creatures. The defending team has

one combined block, and that set of blocking creatures must be legal as a whole.

Example: If an attacking creature has forestwalk and either player on the defending

team controls a Forest, the creature can’t be blocked.

606.7d As the combat damage step begins, the active team announces how each attacking creature

will assign its combat damage. If an attacking creature would assign combat damage to the

defending team, the active team chooses only one of the defending players for that creature to

assign its combat damage to. Then the defending team announces how each blocking creature

will assign its combat damage.

606.8. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule

102), with the following additions.

606.8a If a team’s life total is 0 or less, the team loses the game the next time a team would receive

priority. (This is a state-based effect. See rule 420.)

606.8b Players win and lose the game only as a team, not as individuals. If either player on a team

loses the game, the team loses the game. If either player on a team wins the game, the entire

team wins the game. If an effect would prevent a player from winning the game, that player’s

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team can’t win the game. If an effect would prevent a player from losing the game, that player’s

team can’t lose the game.

Example: In a Two-Headed Giant game, a player controls Transcendence, which reads,

in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life

total is 0 or less, that team doesn’t lose the game.

Example: In a Two-Headed Giant game, a player attempts to draw a card while there

are no cards in that player’s library. That player loses the game, so that player’s entire

team loses the game.

Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads,

“You can’t lose the game and your opponents can’t win the game.” Neither that player

nor his or her teammate can lose the game while Platinum Angel is in play, and neither

player on the opposing team can win the game.

606.8c If a player concedes, his or her team loses the game.

606.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to

the team’s shared life total.

Example: In a Two-Headed Giant game, a player plays Flame Rift, which reads, “Flame

Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.

606.9a If an effect needs to know the value of an individual player’s life total, that effect uses the

team’s life total divided by two, rounded up, instead.

Example: In a Two-Headed Giant game, a team is at 17 life when a player activates

Heartless Hidetsugu’s ability, which reads, “Heartless Hidetsugu deals to each player

damage equal to half that player’s life total, rounded down.” For the purposes of this

ability, each player on that team is considered to be at 9 life. Heartless Hidetsugu deals

4 damage to each of those players, for a total of 8 damage. The team will end up at 9

life.

Example: In a Two-Headed Giant game, a player controls Test of Endurance, an

enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life,

you win the game.” At the beginning of your upkeep, the player’s team wins the game

only if his or her share of the team’s life total is 50 or more. The team’s life total must be

99 or more for that to happen.

Example: In a Two-Headed Giant game, a player controls Lurking Jackals, which

reads, “When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it

becomes a 3/2 Hound creature.” If the opposing team has 22 life and 1 damage is dealt

to a particular opponent, Lurking Jackals won’t become a creature. The opposing

team’s life total must be 20 or less for that to happen.

606.9b If an effect would set the life total of each player on a team to a number, the result is the sum

of all the numbers.

Example: In a Two-Headed Giant game, a player plays Biorhythm, which reads, “Each

player’s life total becomes the number of creatures he or she controls.” If one member

of a team that has 25 life controls three creatures and the other member controls four

creatures, that team’s life total becomes 7. The first player is considered to have lost 10

life (13 – 3), and the second player is considered to have lost 9 life (13 – 4), even though

the team didn’t lose a total of 19 life.

606.9c If an effect would set a single player’s life total to a number, that player’s individual life

total becomes that number. The team’s life total is adjusted by the amount of life that player

gained or lost.

Example: In a Two-Headed Giant game, a player on a team that has 25 life plays a spell

that reads, “Your life total becomes 20.” That player’s life total is considered to be 13

for the purpose of the spell, so it becomes 20 and the team’s life total becomes 32 (25 +

(20 – 13)).

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606.10. The Two-Headed Giant variant can also be played with equally sized teams of more than two

players. Each team’s starting life total is equal to 15 times the number of players on the team.

(These variants are unofficially called Three-Headed Giant, Four-Headed Giant, and so on.)

607. Emperor Variant

607.1. The Emperor variant involves two or more teams of three players each.

607.2. Each team sits together on one side of the table. Each team decides the order in which it’s seated.

Each team has one emperor, who sits in the middle of the team. The remaining players on the team

are generals whose job is to protect the emperor.

607.3. The Emperor variant uses the following default options.

607.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 601,

“Limited Range of Influence Option.”

607.3b Emperor games use the deploy creatures option (see rule 603).

607.3c A player can attack only an opponent seated immediately next to him or her.

Example: At the start of an emperor game, neither emperor can attack any opponents,

even though both of the opposing generals are within their spell range.

607.4. Randomly determine which emperor goes first. Turn order goes to players’ left.

607.5. The Emperor variant uses the normal rules for winning and losing the game (see rule 102), with

the following addition.

607.5a A team loses the game if its emperor loses.

607.6. The Emperor variant can also be played with any number of equally sized teams. If the teams

have more than two players, the range of influence of each player should be adjusted.

607.7. In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared.

Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t

manipulate each other’s cards or permanents.

608. Grand Melee Variant

608.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of

players compete against each other as individuals. Grand Melee is normally used only in games

begun with ten or more players.

608.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the

following default options.

608.2a Each player has a range of influence of 1 (see rule 601).

608.2b The attack left option is used (see rule 604).

608.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee

variant.

608.3. The players are seated at random.

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608.4. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn

markers keep track of which players are currently taking turns. Each turn marker represents an

active player’s turn.

608.4a There is one turn marker for each full four players in the game.

Example: A Grand Melee game with sixteen players has four turn markers. A game with

fifteen players has three turn markers.

608.4b The starting player in the game gets the first turn marker. The player four seats to that

player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers

have been handed out. Each turn marker is assigned a number in this way. Then all players with

turn markers start their turns at the same time.

608.4c When a player ends his or her turn, that player passes the turn marker to the player on his or

her left. A player can’t receive a turn marker if any player in the three seats to his or her left has

a turn marker. If this is the case, wait until the player four seats to his or her left takes the other

turn marker.

608.4d If an effect causes a player with a turn marker to take an extra turn after the current one, that

player keeps the turn marker and starts his or her next turn after the current turn ends, unless

another turn marker is too close on either side at that time. If a turn marker is within three seats

on the player’s left, the extra turn waits to begin until the player four seats to his or her left takes

the other turn marker. If a turn marker is within three seats on the player’s right, the player

passes the turn marker to his or her left when the turn ends rather than keeping it, and the player

will take the extra turn immediately before his or her next turn.

608.4e If a player leaves the game and that player leaving the game would reduce the number of

turn markers in the game, a turn marker is removed. Turn markers are removed only between

turns. Remove the turn marker immediately to the departed player’s right. If more than one

player has left the game and there are multiple turn markers that could be removed, remove the

marker with the lower number.

608.4f If an effect would cause a player to take an extra turn after the current turn, but that player

wouldn’t have a turn marker at the start of that turn, that player will take the extra turn

immediately before his or her next turn instead.

Example: During Alex’s turn, he plays Time Walk, which causes him to get an extra turn after this one. During the same turn, the player to Alex’s left leaves the game, which causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn marker is removed. He won’t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker.

608.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker

represents its own stack.

608.5a A player gets priority for a particular turn marker’s stack only if the turn marker is within his or her range of influence or an object on that stack is controlled by a player within his or her range of influence.

608.5b If a player has priority for multiple stacks and plays a spell or ability, or a triggered ability he or she controls triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to play a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks.

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608.6. The Grand Melee variant uses the normal rules for winning and losing the game.

609. Teams Variant

609.1. The Teams variant involves two or more teams of equal size.

609.2. Any multiplayer options used are determined before play begins. The Teams variant uses the

following default options.

609.2a The recommended range of influence is 2. See rule 601, “Limited Range of Influence

Option.”

609.2b Exactly one of the attack left, attack right, and attack multiple players options must be used.

See rule 604, “Attack Left and Attack Right Options,” and rule 602, “Attack Multiple Players

Option.”

609.2c The deploy creatures option isn’t normally used in the Teams variant.

609.3. At the start of the game, players are seated so that no one is next to a teammate and each team is

equally spaced out.

Example: In a Teams game with three teams, A, B, and C, the seating around the table at

the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.

609.4. A player can’t attack opponents who aren’t seated next to him or her.

609.5. Team games use the normal rules for winning and losing the game (see rule 102).

609.6 In the Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared.

Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates

may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.

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Glossary

Ability

“Ability” and “effect” are often confused with one another. An instruction in an object’s text is an ability.

The result of following such an instruction is an effect. For more information, see section 4, “Spells,

Abilities, and Effects.”

When an activated ability is played, it goes onto the stack and stays there until it’s countered, it resolves,

or it otherwise leaves the stack.

When an effect states that an object “gains” or “has” an ability, it’s granting that object an ability. If an

effect defines a property of an object (“[card or permanent] is [property]”), it’s not granting an ability. For

example, an Aura might read, “Enchanted creature is red.” The Aura isn’t granting an ability of any kind;

it’s simply changing the enchanted creature’s color to red.

Ability Word

An ability word appears in italics at the beginning of some abilities on cards. Ability words are similar to

keywords in that they tie together cards that have similar functionality, but they have no special rules

meaning and no individual entries in the Comprehensive Rules.

Absorb

Absorb is a static ability that prevents damage. “Absorb N” means “If a source would deal damage to this

creature, prevent N of that damage.” Each absorb ability can prevent only N damage from any one source

at any one time. See rule 502.61, “Absorb.”

Activated Ability

An activated ability is written as “activation cost: effect.” By paying the activation cost, a player may play

such an ability whenever he or she has priority. See rule 403, “Activated Abilities.”

Activation Cost

The activation cost of an activated ability is everything before the colon in “activation cost: effect.” It must

be paid to play the ability. See rule 403, “Activated Abilities.”

Example: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any

color plus tapping the permanent.

Active Player

The active player is the player whose turn it is. The active player gets priority at the start of each phase or

step (except for the untap and cleanup steps), after any spell or ability (except a mana ability) resolves, and

after combat damage resolves.

Active Player, Nonactive Player Order

Whenever multiple players are instructed to make choices at the same time, the active player makes all his

or her choices first, then the nonactive players do so in turn order. This is called the “Active Player,

Nonactive Player order” rule, or “APNAP order” rule. See rule 103.4. This rule is modified for Two-

Headed Giant play; see rule 606.6d.

Active Team

In the Two-Headed Giant multiplayer variant, the active team is the team whose turn it is. The active team

gets priority at the start of each phase or step (except for the untap and cleanup steps), after any spell or

ability (except a mana ability) resolves, and after combat damage resolves. See rule 606.6d.

Additional Cost

Some spells have additional costs listed in their text. These are paid at the same time the player pays the

spell’s mana cost. See rule 409, “Playing Spells and Activated Abilities.”

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Affinity

Affinity is a static ability that functions while the spell is on the stack. “Affinity for [text]” means “This

spell costs you {1} less to play for each [text] you control.” The affinity ability reduces only generic mana

costs. It doesn’t reduce how much colored mana you have to pay for a spell. See rule 502.31, “Affinity.”

Alternative Cost

The rules text of some spells reads, “You may [action] rather than pay [this object’s] mana cost,” or

includes the phrase, “you may play [this object] without paying its mana cost.” These are alternative costs.

Only one such alternative cost can be applied to any one spell. Other spells and abilities that ask for a

spell’s mana cost still see the actual mana cost, not what was paid to play the spell. If an effect requires

paying additional costs to play a spell, it still applies to the alternative cost. See rule 409, “Playing Spells

and Activated Abilities.”

Amplify

Amplify is a static ability. “Amplify N” means “As this object comes into play, reveal any number of cards

from your hand that share a creature type with it. This permanent comes into play with N +1/+1 counters on

it for each card revealed this way. You can’t reveal this card or any other cards that are coming into play at

the same time as this card.” See rule 502.27, “Amplify.”

Ante (Obsolete)

Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing Magic

games for ante is now considered an optional variation on the game, and it is allowed only where it’s not

forbidden by law or by other rules. Playing for ante is strictly forbidden under DCI tournament rules. When

using the ante rule, each player puts one random card from his or her deck into his or her ante zone at the

beginning of the game. At the end of the game, the winner becomes the owner of the cards in each player’s

ante zone. See rule 217.9, “Ante.”

APNAP Order

See Active Player, Nonactive Player Order.

Artifact

Artifact is a card type. The active player may play artifacts during his or her main phase when the stack is

empty. When an artifact spell resolves, its controller puts it into play under his or her control. See rule

212.2, “Artifacts.”

Artifact Creature

An artifact creature is a combination of artifact and creature, and it’s subject to the rules for both. See rule

212.2, “Artifacts.”

Artifact Land

An artifact land is a combination of artifact and land, and it’s subject to the rules for both. (See rule 212.2,

“Artifacts.”) Artifact lands can only be played as lands. They can’t be played as spells.

Artifact Type

Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.”

Artifact subtypes are also called artifact types.

The list of artifact types, updated through the Lorwyn™ set, is as follows: Contraption, Equipment,

Fortification.

“As Though”

Text that states a player may do something “as though” some condition were true or a creature can do

something “as though” some condition were true applies only to the stated action. For purposes of that

action, treat the game exactly as if the stated condition were true. For all other purposes, treat the game

normally.

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If two cards state that a player may (or a creature can) do the same thing “as though” different

conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for

another “as though” effect, then both effects will apply.

Assign Combat Damage

As the combat damage step begins, the active player or team announces how each attacking creature will

assign its combat damage. Then the defending player(s) announce how each blocking creature will assign

its combat damage. All assignments of combat damage go on the stack as a single entry. See rule 310,

“Combat Damage Step.

Attach

To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and

put it onto that object. If the Aura, Equipment, or Fortification no longer exists or the object it will move

onto is no longer in the correct zone when the effect would attach it, nothing happens. Similarly, an Aura,

Equipment, or Fortification can’t be attached to an object it couldn’t enchant, equip, or fortify, respectively.

The Aura, Equipment, or Fortification stays where it is, with two exceptions: If an Aura would phase in but

can no longer enchant the object it was attached to, it phases in and is then put into its owner’s graveyard as

a state-based effect; and if an Aura is coming into play from the stack and there is no legal object for it to

enchant, the Aura is put into its owner’s graveyard instead of coming into play. If an effect tries to attach an

Aura, Equipment, or Fortification to the object it’s already attached to, the effect does nothing.

Attaching an Aura in play to a different object causes the Aura to receive a new timestamp. Nothing else

about the Aura changes. The Aura never left play, so no comes-into-play or leaves-play triggered abilities

will trigger. If an ability of the moved Aura affecting “enchanted [object]” was on the stack when the Aura

moved, it will affect the new enchanted object when it resolves, not the old one. The same is true for moved

Equipment and Fortifications.

Attack

A creature attacks when it’s declared as an attacker during the combat phase. (See rule 308, “Declare

Attackers Step.”) Playing a spell or ability (even during the combat phase) is never considered to be an

attack.

Attack Alone

A creature is attacking alone when it’s the only creature declared as an attacker in a given combat phase.

See rule 306.5.

Attack Left Option

Some multiplayer games use the optional “attack left” rules. If the attack left option is used, a player can

attack only an opponent seated immediately to his or her left. If a player’s nearest opponent to the left is

more than one seat away, the player can’t attack. See rule 604, “Attack Left and Attack Right Options.”

Attack Multiple Players Option

Some multiplayer games allow the active player to attack multiple opponents. Each of the attacked players

is a defending player. Each defending player can block only the creatures attacking him or her. See rule

602, “Attack Multiple Players Option.”

Attack Right Option

Some multiplayer games use the optional “attack right” rules. If the attack right option is used, a player can

attack only an opponent seated immediately to his or her right. If a player’s nearest opponent to the right is

more than one seat away, the player can’t attack. See rule 604, “Attack Left and Attack Right Options.”

Attacking Creature

A creature becomes an attacking creature when (a) it’s declared as part of a legal attack during the combat

phase and (b) all costs to attack, if any, have been paid. It remains an attacking creature until it’s removed

from combat, it stops being a creature, its controller changes, or the combat phase ends. A creature may

also be put into play attacking. Attacking creatures don’t exist outside of the combat phase. See rule 308,

“Declare Attackers Step.”

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Attacks and Isn’t Blocked

An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an

unblocked attacking creature. See rule 309.2f.

Aura

Some enchantments have the subtype “Aura.” An Aura spell requires a target whose properties are

indicated by its enchant keyword ability. An Aura permanent comes into play attached to the object or

player the spell targeted. See rule 212.4, “Enchantments,” and rule 502.45, “Enchant.”

An Aura can enchant only an object or player whose properties are indicated by its enchant keyword

ability. An Aura attached to an illegal object or player, or not attached to an object or player, is put into its

owner’s graveyard. (This is a state-based effect. See rule 420.)

Aura Swap

Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may

exchange this permanent with an Aura card in your hand.” If either half of the exchange can’t be

completed, the ability has no effect. See rule 502.62, “Aura Swap.”

Banding, “Bands with Other”

Banding is a static ability that modifies the rules for declaring attackers and assigning combat damage.

“Bands with other” is a specialized version of the ability. See rule 502.10, “Banding,” and rule 502.11,

“Bands with Other.”

Basic

Basic is a supertype. Any land with the supertype basic is a basic land. Any land without that supertype is a

nonbasic land. See rule 205.4, “Supertypes.”

Basic Land Type

There are five basic land types: Plains, Island, Swamp, Mountain, and Forest. Every basic land type has a

mana ability associated with it. See rule 212.6, “Lands.”

Becomes

Some trigger events use the word “becomes” (for example, “becomes tapped” or “becomes blocked”).

These trigger only at the time the named event happens—they don’t trigger if that state already exists or

retrigger if it persists. For example, “becomes tapped” triggers only when a permanent’s status changes

from untapped to tapped.

Beginning of Combat Step

The beginning of combat step is the first step of the combat phase. A player may play spells and abilities

during this step whenever he or she has priority. See rule 307, “Beginning of Combat Step.”

Beginning Phase

The beginning phase is the first phase of the turn. It has three steps: untap, upkeep, and draw. See rule 301,

“Beginning Phase.”

Block

A creature blocks when it’s declared as a blocker during the combat phase. See rule 309, “Declare Blockers

Step.”

Block Alone

A creature is blocking alone when it’s the sole creature controlled by the defending player declared as a

blocker in a given combat phase. See rule 306.5.

Blocked Creature

An attacking creature becomes a blocked creature when another creature blocks it or an effect causes it to

become blocked during the combat phase. It remains a blocked creature until it’s removed from combat, it

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stops being a creature, its controller changes, or the combat phase ends. A blocked creature doesn’t become

unblocked if the blocking creature is later removed from combat. Blocked creatures don’t exist outside of

the combat phase. See rule 309, “Declare Blockers Step.”

Blocking Creature

A creature becomes a blocking creature when (a) it’s declared as part of a legal block during the combat

phase and (b) all costs to block, if any, have been paid. It remains a blocking creature until it’s removed

from combat, it stops being a creature, its controller changes, or the combat phase ends. A creature may

also be put into play blocking. Blocking creatures don’t exist outside of the combat phase. See rule 309,

“Declare Blockers Step.”

Bloodthirst

Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this

permanent comes into play with N +1/+1 counters on it.” See rule 502.50, “Bloodthirst.”

Bury (Obsolete)

Some older cards were printed with the term “bury,” which meant to put a permanent into its owner’s

graveyard. In general, cards that were printed with the term “bury” now read, “Destroy [a permanent]. It

can’t be regenerated,” or “Sacrifice [a permanent].”

Bushido

Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it

gets +N/+N until end of turn.” (See rule 309, “Declare Blockers Step.”)

Buyback

Buyback appears on some instants and sorceries. It represents two static abilities that function while the

spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you play this spell” and

“If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as

it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 409.1b and

409.1f–h. See rule 502.16, “Buyback.”

Cantrip (Informal)

This is a nickname for any spell that has “Draw a card” as part of its effect.

Card

When a rule or text on a card refers to a “card,” it means a Magic card with a Magic card front and the

Magic card back. Tokens aren’t considered cards—even a card that represents a token isn’t considered a

card for rules purposes. See rule 200.1.

Use the Oracle card reference to determine a card’s text.

Card Type The card type is printed on a card’s type line, directly below its illustration. Each card type has its own

rules for how to play with one. The card types are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal. See rule 205, “Type Line,” and rule 212, “Card Type, Supertype, and

Subtype.” Tokens and copies of spells have card types, even though they’re not cards. When an effect changes an object’s card type, the new card type replaces all previous card types. If the

effect is adding a card type, or allowing an object to retain its card types, it will say so. See rule 212.1c.

Cast (Obsolete)

Some older cards used the term “cast” to describe the playing of a spell. In general, cards that were printed

with the term “cast” now use the term “play.”

Caster (Obsolete)

Some older cards used the term “caster” to describe the player who played a spell. In general, cards that

were printed with the term “caster” now refer to the object’s “controller.”

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Casting Cost (Obsolete)

Some older cards used the term “casting cost” to describe the mana cost of a spell. In general, cards that

were printed with the term “casting cost” now use the term “mana cost.” Cards that used the term “total

casting cost” now use the term “converted mana cost.”

Champion Champion is a keyword ability that represents two triggered abilities. “Champion an [object]” means “When this permanent comes into play, sacrifice it unless you remove another [object] you control from the game” and “When this permanent leaves play, return the removed card to play under its owner’s control.”

See rule 502.72, “Champion.”

A permanent is “championed” by another permanent if the latter removes the former from the game as the direct result of a champion ability. Change a Target

The target of a spell or ability can change only to another legal target. If the target can’t change to another

legal target, the original target is unchanged. Changing a spell or ability’s target can’t change its mode. You

can change the target of a spell or ability only if an effect tells you to change its target. See rule 415.7,

“Changing Targets.”

Changeling Changeling is a keyword ability that represents a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works in all zones. See rule 502.73, “Changeling.”

Characteristics

An object’s characteristics are name, mana cost, color, card type, subtype, supertype, expansion symbol,

rules text, abilities, power, toughness, and loyalty. Characteristics don’t include any other information, such

as whether a permanent is tapped, a spell or permanent’s controller, a spell’s target, what an Aura enchants,

and so on. See rule 201, “Characteristics.”

Characteristic-Defining Ability

Some objects have intrinsic static abilities that define the object’s colors, subtypes, power, or toughness.

These abilities are characteristic-defining abilities, and they function in all zones. See rule 405.2.

Clash To “clash,” a player reveals the top card of his or her library. That player may then put that card on the bottom of his or her library. “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.” A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash. See rule 501.10, “Clash.”

Cleanup Step

Cleanup is the second and final step of the end phase. Spells and abilities may be played during this step

only if the conditions for any state-based effects exist or if any abilities have triggered. In that case, the step

repeats. See rule 314, “Cleanup Step.”

Collector Number

Some card sets feature collector numbers. This information is printed in the form [card number]/[total cards

in the set], immediately following the legal text. These numbers have no effect on game play. See rule 210,

“Information Below the Text Box.”

Color

The only colors in the Magic game are white, blue, black, red, and green. An object can be one or more of

those colors or it can be colorless. “Colorless” isn’t a color; neither are “artifact,” “land,” “brown,” “gold,”

and so on. See rule 203.2.

An object’s color is determined by the color(s) of the mana symbols in its mana cost. A hybrid mana

symbol is each of its component colors.

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Effects may change an object’s color. If an effect gives an object a new color, the new color replaces all

previous colors the object had.

Colorless

An object with no color is colorless. Lands are colorless because they have no mana cost. Most artifacts are

colorless because they have no colored mana in their mana costs. Face-down creatures are colorless due to

the effects that turn them face down. A colorless object can be given a color by an effect. See rule 203.2.

Colorless mana

Numeral symbols (such as {1}) and variable symbols (such as {X}) can represent colorless mana if they

appear in the effect of a spell or ability that reads, “add [mana symbol] to your mana pool,” or something

similar. See rule 104.3d.

Combat Damage

Combat damage is dealt during the combat damage step of the combat phase by attacking creatures and

blocking creatures. It doesn’t include damage dealt by spells and abilities during the combat phase. See rule

310, “Combat Damage Step.”

Combat Damage Step

The combat damage step is the fourth step of the combat phase. Attacking and blocking creatures deal

damage in the combat damage step. A player may play spells and abilities during this step whenever he or

she has priority. See rule 310, “Combat Damage Step.” If any attacking or blocking creature has first strike

(see rule 502.2) or double strike (see rule 502.28), there are two combat damage steps.

Combat Phase

Combat is the third phase of the turn. The combat phase has five steps: beginning of combat, declare

attackers, declare blockers, combat damage, and end of combat. See rules 306–311.

Comes into Play

A permanent comes into play when the card or token representing it is moved into the in-play zone. A

permanent whose card type or controller changes doesn’t “come into play.”

Permanents come into play untapped and under the control of whoever put them into play.

When a permanent comes into play, first apply any replacement effects, then apply continuous effects,

then check to determine if the current form of the permanent generates any triggered abilities.

Example: If an instruction causes something to come into play tapped, it isn’t put into play untapped

and then tapped.

Concede

A player may concede a game at any time. A player who concedes leaves the game immediately. He or she

loses the game. See rule 102, “Winning and Losing.”

Constructed

In constructed play, each player needs his or her own deck of at least sixty cards, small items to represent

any tokens and counters, and some way to clearly track life totals. A constructed deck can have any number

of basic land cards and no more than four of any card with a particular English name other than basic land

cards. See rule 100.2.

Continuous Effect

Continuous effects are usually active as long as the permanent with the associated static ability remains in

play or the object with the associated static ability remains in the appropriate zone.

A spell or ability can create a continuous effect that doesn’t depend on a permanent. These last as long

as the spell or ability specifies. If no duration is specified, a continuous effect lasts the rest of the game. See

rule 418, “Continuous Effects.”

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Continuous Artifact (Obsolete)

Some older cards used the term “continuous artifact” on the card’s type line. They were artifacts without

activated abilities. Cards that were printed with the term “continuous artifact” now simply use “artifact.”

Control, Controller

A permanent’s controller is whoever put it into play unless the spell or ability that put the permanent into

play states otherwise. Other effects can later change a permanent’s controller.

A spell or activated ability on the stack is controlled by whoever played it. A copy of a spell is

controlled by the player who put it on the stack. A triggered ability on the stack is controlled by the player

who controlled its source at the time it triggered, unless it’s a delayed triggered ability. The controller of a

delayed triggered ability is the player who controlled the spell or ability that created it.

Objects in zones other than in play or the stack have no controller. If anything asks for the controller of

an object that doesn’t have a controller, use its owner instead.

Controlling Another Player’s Turn

One card (Mindslaver) allows a player to control another player’s turn. The controller of another player’s

turn makes all choices and decisions that player is allowed to make, or is told to make, during that turn by

rules or by any objects. A player doesn’t lose life due to mana burn while another player controls his or her

turn. See rule 507, “Controlling Another Player’s Turn.”

Converted Mana Cost

The converted mana cost of an object is the total amount of mana in its mana cost, regardless of color. If an

object has no mana cost, its converted mana cost is 0. See rule 203, “Mana Cost and Color.”

Example: An Air Elemental has a mana cost of {3}{U}{U} and a converted mana cost of 5.

Convoke

Convoke is a static ability that functions while the spell is on the stack. “Convoke” means “As an additional

cost to play this spell, you may tap any number of untapped creatures you control. Each creature tapped this

way reduces the cost to play this spell by {1} or by one mana of any of that creature’s colors.” Using the

convoke ability follows the rules for paying additional costs in rules 409.1b and 409.1f–h. See rule 502.46,

“Convoke.”

Copiable Values

An object’s “copiable values” are the values that are printed on the object, as modified by other copy

effects, plus any values set for face-down spells or permanents and any values set by “comes into play as”

abilities. Other effects (including type-changing effects) and counters are not copied. See rules 503.2 and

503.3.

Copy

A “copy” of an object is an object whose copiable values have been set to those of the first object. See rule

503, “Copying Objects.”

Cost

Playing spells and activated abilities requires paying a cost. Most costs are paid in mana, but costs may also

include paying life, tapping or sacrificing permanents, discarding cards, and so on.

A player can’t pay a cost unless he or she has the necessary resources to pay it fully. For example, a

player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to

pay a cost. See rule 424, “Costs,” rule 203, “Mana Cost and Color,” and rule 403, “Activated Abilities.”

Some spells and abilities have no cost. In such instances, the cost can’t be paid.

Counter

Counter has two meanings in the Magic game.

1. To counter a spell or ability is to cancel it, removing it from the stack. It doesn’t resolve and none of

its effects occur. A countered spell is put into its owner’s graveyard. See rule 414, “Countering Spells and

Abilities.”

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2. A counter is a marker placed on an object, either modifying its characteristics or interacting with an

effect. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent’s power

and Y to that permanent’s toughness. These bonuses are added after permanent-type changing effects and

after most other power and toughness changing effects. Similarly, -X/-Y counters subtract from power and

toughness. See rule 418.5a. Counters with the same name or description are interchangeable. Counters may

also be given to players. For information about poison counters, see rule 102.3d.

If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are

removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. This is a state-

based effect; see rule 420.5n.

Counts As (Obsolete)

Some older cards were printed with text stating that the card “counts as” something. As far as the game

rules and other cards are concerned, the card is that thing. (Newer Magic cards use “is” instead.)

Creature

Creature is a card type. The active player may play creatures during his or her main phase when the stack is

empty. When a creature spell resolves, its controller puts it into play under his or her control. See rule

212.3, “Creatures.”

Creature Type

Creatures and tribals share the same set of subtypes. These subtypes are always a single word and are listed

after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. These subtypes

are also called creature types.

The list of creature types, updated through the Lorwyn set, is as follows:

Advisor, Anemone, Angel, Anteater, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, Elder, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Illusion, Imp, Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr, Mystic, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pincher, Pirate, Plant, Prism, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scorpion, Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Sheep, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, Zubera

Cumulative Upkeep

Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them are paid. Partial payments aren’t allowed. Note that if a permanent has more than one instance of cumulative upkeep, each creates a separate triggered ability at the beginning of upkeep that counts all the age counters on the permanent from all abilities. See rule 502.13, “Cumulative Upkeep.”

Cycling

Cycling is an activated ability that functions only while the card with cycling is in a player’s hand.

“Cycling [cost]” means “[Cost], Discard this card: Draw a card.” See rule 502.18, “Cycling.”

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Damage

Damage can be dealt to creatures, planeswalkers, and players.

Damage dealt to a player causes that player to lose that much life.

Damage dealt to a planeswalker causes that planeswalker to lose that much loyalty.

Damage dealt to a creature stays on the permanent until the cleanup step, even if it stops being a

creature. A creature with damage greater than or equal to its toughness has been dealt lethal damage and is

destroyed. (See rule 420, “State-Based Effects.”) Damage doesn’t alter a creature’s toughness. During the

cleanup step, all damage is removed from permanents.

Costs and effects that read “lose life” or “pay life” don’t deal damage, and that loss of life can’t be

prevented or otherwise altered by effects that prevent or replace damage.

Deathtouch

Deathtouch is a triggered ability. “Deathtouch” means “Whenever this permanent deals damage to a

creature, destroy that creature.” If a permanent has multiple instances of deathtouch, each triggers

separately. See rule 502.63, “Deathtouch.”

Deck

A player’s deck is the collection of cards that player starts the game with. When the game begins, each

player’s deck becomes his or her library. See section 100, “General,” and section 101, “Starting the Game.”

Declare Attackers

To declare attackers, the active player chooses a set of creatures that will attack, declares whether each

creature is attacking the defending player or a planeswalker that player controls, and pays any costs

required to allow those creatures to attack. Only creatures can attack, and the following creatures can’t

attack: tapped creatures (even those that can attack without tapping) and creatures the active player didn’t

control continuously since the beginning of the turn (except those with haste). Other effects may also affect

whether or not a set of creatures could attack. See rule 500, “Legal Attacks and Blocks.”

Declare Attackers Step

The declare attackers step is the second step of the combat phase. The active player declares attackers

during this step (or chooses not to attack). Then the active player gets priority and players may play spells

and abilities. See rule 308, “Declare Attackers Step.”

Declare Blockers

To declare blockers, the defending player chooses a set of creatures that will block and pays any costs they

require to block. Only untapped creatures can block, but blocking doesn’t cause creatures to tap. Other

effects may also affect whether or not a set of creatures could block. See rule 500, “Legal Attacks and

Blocks.”

Declare Blockers Step

The declare blockers step is the third step of the combat phase. The defending player declares blockers

during this step (or chooses not to block). Then the active player gets priority and players may play spells

and abilities. See rule 309, “Declare Blockers Step.”

Defender

Defender is a static ability. Creatures with defender can’t attack.

Defending Player

During the combat phase, the active player is attacking and is the attacking player. As the combat phase

starts, the active player chooses one opponent. The chosen opponent is the defending player. Creatures can

attack only the defending player or a planeswalker the defending player controls; they can’t attack other

creatures. During phases other than combat, there is no defending player. See rule 306.2.

If the “attack multiple players” option is used in a multiplayer game, there can be more than one

defending player. See rule 602, “Attack Multiple Players Option.” The Two-Headed Giant variant uses

different combat rules than other multiplayer variants; see rule 606.7.

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Delayed Triggered Ability

A delayed triggered ability is created by effects generated when some spells or abilities resolve. See rule

404.4.

Delve

Delve is a static ability that functions while the spell that has it is on the stack. “Delve” means “As an

additional cost to play this spell, you may remove any number of cards in your graveyard from the game.

Each card removed this way reduces the cost to play this spell by {1}.” Using the delve ability follows the

rules for paying additional costs in rules 409.1b and 409.1f–h. See rule 502.64, “Delve.”

Depend On

An effect is said to “depend on” another if it is applied at the same time as the other effect and applying the

other would change the text or the existence of the first effect, what it applies to, or what it does to any of

the things it applies to. See rule 418.5, “Interaction of Continuous Effects.”

Deploy Creatures Option

Some multiplayer games allow players to give creatures to their teammates. If the deploy creatures option

is used, each creature has the ability “{T}: Target teammate gains control of this creature. Play this ability

only any time you could play a sorcery.” See rule 603, “Deploy Creatures Option.”

Destroy

To destroy a permanent is to move it from the in-play zone to its owner’s graveyard. Regeneration or other

destruction-replacement effects can replace this action. See rule 419, “Replacement and Prevention

Effects.”

Discard

A player discards a card by putting a card from his or her hand into his or her graveyard. By default, effects

that cause a player to discard a card allow the affected player to choose which card to discard. Some

effects, however, require a random discard or allow another player to choose which card is discarded.

Distribute

Distribute has its normal English meaning in the Magic game. If a spell or ability requires a player to

distribute something (such as counters) as he or she chooses among one or more targets, or among any

number of untargeted objects or players, then each of these targets, objects, or players must receive at least

one of whatever is being distributed. See rules 409.1e and 310.2.

Divide

Divide has its normal English meaning in the Magic game. If a spell or ability requires a player to divide

something (such as damage or counters) as he or she chooses among one or more targets, or any number of

untargeted objects or players, then each of these targets, objects, or players must receive at least one of

whatever is being divided. This doesn’t apply to dividing combat damage. See rules 409.1e and 310.2.

Double Strike

Double strike is a static ability that modifies the rules for the combat damage step. Creatures with double

strike deal combat damage in both the first-strike combat damage step and the normal combat damage step.

See rule 502.28, “Double Strike.”

Draw

Draw has two meanings in the Magic game.

1. A player draws a card by putting the top card of his or her library into his or her hand. This is done as

a game action during each player’s draw step. It may also be done as part of a cost or effect of a spell or

ability. If an effect moves cards from a player’s library to that player’s hand without using the word

“draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing

cards or that replace card draws, as well as if the player’s library is empty. See rule 423, “Drawing a Card.”

2. A drawn game is a game where the game ends and there is no winner. See rule 102.4.

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Draw Step

The draw step is the third step of the beginning phase. As the draw step begins, the active player draws a

card (this game action does not use the stack). Then the active player gets priority and players may play

spells and abilities. See rule 304, “Draw Step.”

Dredge

Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge

N” means “As long as you have at least N cards in your library, if you would draw a card, you may instead

put N cards from the top of your library into your graveyard and return this card from your graveyard to

your hand.” A player with fewer cards in his or her library than the number required by a dredge ability

can’t put any of them into his or her graveyard this way. See rule 502.47, “Dredge.”

Dual Land (Informal)

The Ravnica block and early Magic core sets contain “dual lands”; each of these has two basic land types.

For example, Temple Garden has the land types Forest and Plains. Dual land cards have the default abilities

of both basic land types and are treated as both by all spells and abilities that specifically refer to those land

types. However, they are not basic lands. A dual land doesn’t count as two lands while in play—it’s just

one land with multiple land types.

During (Obsolete)

Some older cards used the phrase “during [phase], [action].” These abilities were called “phase abilities.”

In general, cards that were printed with phase abilities now have abilities that trigger at the beginning of a

step or phase. “During” still appears in current card text, but only in its normal English sense and not as

game terminology.

Echo

Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came

under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.” Urza

block cards with the echo ability were printed without an echo cost; these cards have been given errata to

have an echo cost equal to their mana cost. See rule 502.19, “Echo.”

Effect

“Ability” and “effect” are often confused with one another. When a spell or ability resolves, it may create

one or more one-shot or continuous effects. Static abilities may create one or more continuous effects.

Some effects are replacement effects or prevention effects. State-based effects are not created by spells or

abilities; they are generated by specific states of the game. See rule 416, “Effects.”

Emperor

Emperor is a multiplayer variant with its own rules. The Emperor variant involves two or more teams of

three players each. Each team sits together on one side of the table. Each team has one emperor, who sits in

the middle of the team. The remaining players on the team are generals whose job is to protect the emperor.

In addition to the normal rules for winning and losing, a team loses if its emperor loses the game. See rule

607, “Emperor Variant.”

The Emperor variant uses the following default multiplayer options: (a) The range of influence is

limited to 2 for emperors and 1 for generals (see rule 601), (b) Emperor games use the deploy creatures

option (see rule 603), and (c) a player can attack only an opponent seated immediately next to him or her.

Enchant

Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura

spell can target and what an Aura can enchant. See rule 212.4, “Enchantment,” and rule 502.45, “Enchant.”

Enchant Opponent, Enchant Player

Auras with the “enchant opponent” or “enchant player” ability can target and be attached to players. Such

Auras can’t target objects and can’t be attached to objects. See also Aura, Enchant.

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Enchantment

Enchantment is a card type. The active player may play enchantments during his or her main phase when

the stack is empty. See rule 212.4, “Enchantments.” See also Aura.

Enchantment Type

Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.”

Enchantment subtypes are also called enchantment types.

The list of enchantment types, updated through the Lorwyn set, is as follows: Aura, Shrine.

End of Combat Step

The end of combat step is the fifth step of the combat phase. A player may play spells and abilities during

this step whenever he or she has priority. See rule 311, “End of Combat Step.”

End of Turn Step

This is the first step of the end phase. A player may play spells and abilities during this step whenever he or

she has priority. See rule 313, “End of Turn Step.”

End Phase

The end phase is the fifth and final phase of the turn. It has two steps: end of turn and cleanup. See rule

312, “End Phase.”

Ending the Turn

One card (Time Stop) ends the turn when its resolves. When an effect ends the turn, follow these steps in

order: Remove every object on the stack from the game. Remove all attacking and blocking creatures, if

any, from combat. Remove all planeswalkers from combat. Check state-based effects. The current step

and/or phase ends. The game skips straight to the cleanup step. See rule 509, “Ending the Turn.”

Entwine

Entwine is a static ability that functions while the spell is on the stack. “Entwine [cost]” means “You may

choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost].” When the

spell resolves, if the entwine cost was paid, follow the text of each of the modes in the order they’re written

on the card. See rule 502.32, “Entwine.”

Epic

Epic represents both a static ability and a delayed triggered ability. “Epic” means, “For the rest of the game,

you can’t play spells,” and “At the beginning of each of your upkeeps, copy this spell except for its epic

ability. If the spell has any targets, you may choose new targets for the copy.” See rule 502.44, “Epic.”

Equip

Equip is an activated ability. “Equip [cost]” means “[Cost]: Attach this Equipment to target creature you

control. Play this ability only any time you could play a sorcery.” See rule 502.33, “Equip,” and rule 212.2,

“Artifacts.”

Equipment

Some artifacts have the subtype “Equipment.” These artifacts can be attached to (can “equip”) creatures.

They can’t equip objects that aren’t creatures. An Equipment is played and comes into play just like any

other artifact. Equipment doesn’t come into play equipping a creature. The equip keyword ability moves

the Equipment onto a creature you control. (See rule 502.33, “Equip.”) The creature an Equipment is

attached to is called “equipped.” The Equipment is attached to, or “equips,” that creature.

An Equipment that’s also a creature or an Equipment that loses the subtype “Equipment” can’t equip a

creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent

becomes unattached from that permanent, but remains in play. (This is a state-based effect. See rule 420.)

Evasion Ability

Evasion abilities restrict what creatures can block an attacking creature. These are static abilities that

modify the declare blockers step of the combat phase. See rule 500.3a.

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Event

Anything that happens in a game is an event. Multiple events may take place during the resolution of a

spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for.

One “happening” may be treated as a single event by one ability and as multiple events by another.

Example: If an attacking creature is blocked by two defending creatures, this is one event for a

triggered ability that reads “Whenever [name] becomes blocked” but two events for a triggered

ability that reads “Whenever [name] becomes blocked by a creature.”

Evoke Evoke is a keyword ability that represents two abilities: a static ability that functions in any zone from which the card can be played and a triggered ability that functions in play. “Evoke [cost]” means “You may play this card by paying [cost] rather than paying its mana cost” and “When this permanent comes into play, if its evoke cost was paid, its controller sacrifices it.” Paying a card’s evoke cost follows the rules for paying alternative costs in rules 409.1b and 409.1f–h. See rule 502.74, “Evoke.”

Exchange

A spell or ability may instruct two players to exchange something (for example, life totals or control of two

permanents) as part of its resolution. When such a spell or ability resolves, if it can’t exchange the chosen

things, it has no effect on them.

Example: If a spell attempts to exchange control of two target creatures but one of those creatures is

destroyed before the spell resolves, the spell does nothing to the other creature. Or if a spell attempts

to exchange control of two target creatures but both of those creatures are controlled by the same

player, the spell does nothing to the two creatures.

When control of two permanents is exchanged, each player simultaneously gains control of the

permanent that was controlled by the other player.

When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other

player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities

may trigger on them.

Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different

zone (for example, cards removed from the game and cards in a player’s hand). These spells and abilities

work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the

cards are owned by the same player.

If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an

object, that card stops being attached to that object and the other card becomes attached to that object.

If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the

cards in the zones are still exchanged.

Expansion Symbol

The small icon normally printed below the right edge of the illustration on a Magic card is the expansion

symbol. It indicates the set in which the card was published. Cards reprinted in a core set or another

expansion receive its expansion symbol. Spells and abilities that affect cards from a particular expansion

only affect cards with that set’s expansion symbol. The first five editions of the core set had no expansion

symbol. See rule 206, “Expansion Symbol. Visit the products section of www.magicthegathering.com for

the full list of expansions and expansion symbols

(www.wizards.com/default.asp?x=magic/products/cardsets).

Players may include cards from any printing in their constructed decks if those cards appear in sets

allowed in that format (or allowed by the Magic Floor Rules). See the Magic Floor Rules for the current

definitions of the constructed formats (www.wizards.com/default.asp?x=dci/doccenter/home).

Extra Turn

Some spells and abilities can give a player extra turns. They do this by adding the turns directly after the

current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn,

the extra turns are added one at a time. The most recently created turn will be taken first. See rule 300.6.

The Grand Melee multiplayer variant has special rules to handle what happens when extra turns are

created. See rule 608, “Grand Melee Variant.”

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Face Down

Face-down spells on the stack, face-down permanents in play, and face-down cards in the phased-out zone

have no characteristics other than those listed by the ability or rules that allowed the card, spell, or

permanent to be turned face down. Any listed characteristics are the copiable values of that object’s

characteristics.

At any time, you may look at a face-down spell you control on the stack, a face-down permanent you

control, or a face-down card in the phased-out zone you controlled when it phased out. You can’t look at

face-down cards in any other zone (including cards “removed from the game face down”), face-down spells

or permanents controlled by another player, or face-down cards in the phased-out zone last controlled by

another player.

The ability or rules that allowed a permanent to be turned face down may also allow the permanent’s

controller to turn it face up. Spells normally can’t be turned face up.

If you control multiple face-down spells on the stack or face-down permanents in play, you must ensure

at all times that your face-down spells and permanents can be easily differentiated from each other.

See rule 504, “Face-Down Spells and Permanents,” and rule 502.26, “Morph.”

Fading

Fading is a keyword ability that represents two abilities. “Fading N” means “This permanent comes into

play with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this

permanent. If you can’t, sacrifice the permanent.” See rule 502.20, “Fading.”

Fateseal

To “fateseal N” means to look at the top N cards of an opponent’s library, put any number of them on the

bottom of that library in any order, and put the rest on top of that library in any order. See rule 501.9,

“Fateseal.”

Fear

Fear is an evasion ability. A creature with fear can’t be blocked except by artifact creatures and/or black

creatures. See rule 502.25, “Fear.”

First Strike

First strike is a static ability that modifies the rules for the combat damage step. At the start of the combat

damage step, if at least one attacking or blocking creature has first strike or double strike (see rule 502.28),

creatures without first strike or double strike don’t assign combat damage. Instead of proceeding to end of

combat, the phase gets a second combat damage step to handle the remaining creatures. See rule 502.2,

“First Strike.”

Fizzle (Informal)

The term “fizzle” is an informal term, used for when a spell or ability was countered as a result of all its

targets being missing or illegal when it resolved. See rule 413.2a.

Flanking

Flanking is a triggered ability that triggers during the declare blockers step of the combat phase. “Flanking”

means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets

-1/-1 until end of turn.” See rule 502.3, “Flanking.”

Flash

Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means

“You may play this card any time you could play an instant.” See rule 502.57, “Flash.”

Flashback

Flashback appears on some instants and sorceries. It represents two static abilities: one functions while the

card is in a player’s graveyard and the other functions while the card is on the stack. “Flashback [cost]”

means “You may play this card from your graveyard by paying [cost] rather than paying its mana cost” and

“If the flashback cost was paid, remove this card from the game instead of putting it anywhere else any

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time it would leave the stack.” Playing a spell using its flashback ability follows the rules for paying

alternative costs in rules 409.1b and 409.1f–h. See rule 502.22, “Flashback.”

Flavor Text

This is text in italics (but not in parentheses) in the text box of a card. It provides a mood or gives

interesting background detail for the game world but has no effect on play. See rule 207.2.

Flip a Coin

To flip a coin for an object that cares whether a player wins or loses the flip, the affected player flips the

coin and calls “heads” or “tails.” If the call matches the result, that player wins the flip. Otherwise, the

player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.

To flip a coin for an object that cares whether the coin comes up heads or tails, each affected player flips

a coin without making a call. No player wins or loses this kind of flip.

If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be

“heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a

coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution.

Flip Cards

Flip cards have a two-part card frame on a single card. The text that appears right side up on the card

defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the

card. The back of a flip card is the normal Magic: The Gathering card back. See rule 508, “Flip Cards.”

The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness.

The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.

The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness.

These characteristics are used only if the permanent is in play and only if the permanent is flipped.

A flip card’s color, mana cost, expansion symbol, illustration credit, and legal text don’t change if the

permanent is flipped. Also, any changes to it by external effects will still apply.

In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip

card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone is

flipped, the normal name, text box, type line, power, and toughness of the flip permanent don’t apply and

the alternative versions of those characteristics apply instead.

If you control a flip permanent, you must ensure that it’s clear at all times whether the permanent is

flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between

flipped and unflipped permanents include using coins or dice to mark flipped objects.

Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become

unflipped. However, if flipped permanent leaves play, it retains no memory of its status.

Floor Rules

The current DCI Magic: The Gathering Floor Rules can be found at

www.wizards.com/default.asp?x=dci/doccenter/home.

Flying

Flying is an evasion ability. A creature with flying can’t be blocked except by creatures with flying and/or

reach. A creature with flying can block a creature with or without flying. See rule 502.4, “Flying.”

Forecast

Forecast is a special kind of activated ability that can be played only from a player’s hand. It’s written

“Forecast — [Activated ability].” A forecast ability may be played only during the upkeep step of the

card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability

from his or her hand as the ability is played. That player plays with that card revealed in his or her hand

until the upkeep step ends or until it leaves the player’s hand, whichever comes first.

Forest

“Forest” is one of the five basic land types. Any land with the land type Forest has the ability “{T}: Add

{G} to your mana pool.” See rule 212.6h.

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Forestcycling

See Typecycling.

Forestwalk

See Landwalk.

Fortification

Some artifacts have the subtype “Fortification.” These artifacts can be attached to (can “fortify”) lands.

They can’t fortify objects that aren’t lands. A Fortification is played and comes into play just like any other

artifact. Fortification doesn’t come into play fortifying a land. The fortify keyword ability moves the

Fortification onto a land you control. (See rule 502.65, “Fortify.”) The land a Fortification is attached to is

called “fortified.” The Fortification is attached to, or “fortifies,” that land.

A Fortification that’s also a creature or a Fortification that loses the subtype “Fortification” can’t fortify

a land. A Fortification can’t fortify itself. A Fortification that fortifies an illegal or nonexistent permanent

becomes unattached from that permanent, but remains in play. (This is a state-based effect. See rule 420.)

Fortify

Fortify is an activated ability. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you

control. Play this ability only any time you could play a sorcery.” See rule 502.65, “Fortify,” and rule

212.2, “Artifacts.”

Frenzy

Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets

+N/+0 until end of turn.” See rule 502.66, “Frenzy.”

Free-for-All

Free-for-All is a multiplayer variant in which a group of players complete as individuals against each other.

See rule 605, “Free-for-All Variant.”

Game Action

Several steps contain actions that don’t use the stack. These actions are game actions. The game actions are

phasing in and out at the start of the untap step (see rule 302.1), untapping at the start of the untap step (see

rule 302.2), drawing a card at the start of the draw step (see rule 304.1), declaring attackers at the start of

the declare attackers step (see rule 308.1), declaring blockers at the start of the declare blockers step (see

rule 309.1), the active player discarding down to his or her maximum hand size at the start of the cleanup

step (see rule 314.1), and removing damage from permanents and ending “until end of turn” effects during

the cleanup step (see rule 314.2). Mana burn at the end of a phase is also a game action (see rule 300.3).

General

The player seated in the middle of a team in the Emperor multiplayer variant is called the team’s emperor.

The other players are called generals. See rule 607, “Emperor Variant.”

Generic Mana Cost

A generic mana cost is represented by a number in a gray circle. Any color of mana, as well as colorless

mana, may be used to pay a generic mana cost. See rule 104.3b.

Global Enchantment (Obsolete)

Some older cards used the term “global enchantment.” These cards now say “non-Aura enchantment.” See

also Aura and Enchantment.

Graft

Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent comes into

play with N +1/+1 counters on it” and “Whenever another creature comes into play, if this permanent has a

+1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.” If a creature

has multiple instances of graft, each one works separately.

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Grand Melee

The Grand Melee variant is a modification of the Free-for-All variant. Grand Melee is normally used only

in games begun with ten or more players. The Grand Melee variant allows multiple players to take turns at

the same time. Moving turn markers keep track of which players are currently taking turns. Each turn

marker represents both an active player’s turn and an individual stack. See rule 608, “Grand Melee

Variant.”

The Grand Melee variant uses the following default options: (a) Each player has a range of influence of

1 (see rule 601), and (b) the attack left option is used (see rule 604). The attack multiple players and deploy

creatures options aren’t used in the Grand Melee variant.

Gravestorm

Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you play this

spell, put a copy of it onto the stack for each permanent that was put into a graveyard from play this turn. If

the spell has any targets, you may choose new targets for any of the copies.” See rule 502.67,

“Gravestorm.”

Graveyard

Each player’s discard pile is his or her graveyard. Countered spells, destroyed or sacrificed permanents, and

discarded cards are put into their owner’s graveyard. Instant and sorcery spells are put into their owner’s

graveyard as the last step in resolving. See rule 217, “Zones.”

Hand

The hand is the zone where a player holds cards that haven’t been played yet. See rule 217, “Zones.”

Haste

Normally a creature can’t attack or use activated abilities with costs that include the tap symbol unless its

controller has controlled it continuously since the start of his or her most recent turn. Haste is a static ability

that allows a creature to ignore this rule. See rule 502.5, “Haste.”

Haunt

Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard

from play, remove it from the game haunting target creature.” “Haunt” on an instant or sorcery spell means

“When this spell is put into a graveyard during its resolution, remove it from the game haunting target

creature.” A card with haunt typically has another ability that triggers “when the creature this card haunts is

put into a graveyard.” See rule 502.51, “Haunt.”

Hidden Information (Informal)

Some information within a Magic game isn’t known by all players. For example, face-down cards in any

zone and the contents of players’ libraries and hands are hidden information. If an effect “reveals” a card

that’s normally hidden, the card is public information as long as it remains revealed. See also Public

Information.

Hideaway Hideaway is a keyword ability that represents a static ability and a triggered ability. “Hideaway” means “This permanent comes into play tapped” and “When this permanent comes into play, look at the top four cards of your library. Remove one of them from the game face down and put the rest on the bottom of your library in any order. As long as that card remains removed from the game, it may be looked at by any player who has controlled this permanent.” See rule 502.75, “Hideaway.”

Horsemanship

Horsemanship is an evasion ability. A creature with horsemanship can’t be blocked by creatures without

horsemanship. A creature with horsemanship can block a creature with or without horsemanship. See rule

502.17, “Horsemanship.”

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Hybrid Mana Symbols

Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in a

cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or

red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or

white, and {G/U} green or blue. A hybrid mana symbol is each of its component colors.

If

See “Intervening ‘If’ Clause.”

Illegal Action

If a player realizes that he or she can’t legally take an action after starting to do so, the entire action is

reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result

of an undone action. When reversing illegal spells and abilities, the player who had priority retains it and

may take another action or pass. The player may redo the reversed action in a legal way or take any other

action allowed by the rules. See rule 422, “Handling Illegal Actions.”

Illegal Target If a spell or ability specifies targets, it checks whether the targets are legal when it resolves. A target that’s

removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become

illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of

the spell. See rule 413.2a.

Illustration

The illustration is printed on the upper half of a card and has no game significance. See rule 204,

“Illustration.”

Illustration Credit

The illustration credit for a card is printed directly below the text box. The credit has no effect on game play. See rule 210, “Information Below the Text Box.”

Imprint

Imprint is an activated or triggered ability, written “Imprint — [text],” where “[text]” is an activated or

triggered ability. Cards that are in the removed-from-the-game zone because they were removed from the

game by an imprint ability are imprinted on the source of that ability. See rule 502.34, “Imprint.”

Imprinted [quality] card

The phrase “imprinted [quality] card” means the card with that quality that’s imprinted on the permanent. If

a permanent has more than one card with that quality imprinted on it, each of those cards is an “imprinted

[quality] card.” See rule 502.34, “Imprint.”

In Play

In play is the zone in which permanents exist. When an artifact, creature, enchantment, or planeswalker

spell resolves, it’s put into the in-play zone as a permanent. When a land is played, it’s put into the in-play

zone as a permanent. Tokens also exist in this zone. See rule 217, “Zones.”

Independent

An effect is said to “depend on” another if it is applied at the same time as the other effect, and applying the

other would change the text or the existence of the first effect, what it applies to, or what it does to any of

the things it applies to. Otherwise, the effect is considered to be independent of the first effect. See rule

418.5, “Interaction of Continuous Effects.”

Indestructible

If a permanent is indestructible, rules and effects can’t destroy it. Such permanents are not destroyed by

lethal damage, and they ignore the lethal-damage state-based effect (see rule 420.5c). Rules or effects may

cause an indestructible permanent to be sacrificed, put into a graveyard, or removed from the game.

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Infinity Rule (Informal)

There’s no such thing as “infinity” in the Magic rules. Occasionally the game can get into a state where a

set of actions could be repeated forever. The “infinity rule” governs how to break such loops. See rule 421,

“Handling ‘Infinite’ Loops.”

Instant

Instant is a card type. A player may play instants whenever he or she has priority. An instant spell is put

into its owner’s graveyard as the last step of its resolution. Instant subtypes are called spell types (see Spell

Types). See rule 212.5, “Instants,” and rule 409, “Playing Spells and Activated Abilities.”

Instead

Effects that use the word “instead” are replacement effects. Most replacement effects use the word

“instead” to indicate what events will be replaced with other events. See rule 419, “Replacement and

Prevention Effects.”

Interrupt (Obsolete)

Some older cards were printed with the card type “interrupt.” All interrupt cards are now instant cards. All

abilities that were played as interrupts are now played like normal activated abilities (and are mana abilities

if they produce mana).

Intervening “If” Clause

Triggered abilities with a condition directly following the trigger event (for example, “When/Whenever/At

[trigger], if [condition], [effect]”) check for the condition to be true as part of the trigger event; if it isn’t,

the ability doesn’t trigger. The ability checks the condition again on resolution. If it’s not satisfied, the

ability does nothing. Note that this mirrors the check for legal targets. Note that this rule doesn’t apply to

any triggered ability with an “if” condition elsewhere within its text. See rule 404.3.

Island

“Island” is one of the five basic land types. Any land with the land type Island has the ability “{T}: Add

{U} to your mana pool.” See rule 212.6h.

Islandcycling

See Typecycling.

Islandhome (Obsolete)

Some older cards were printed with the term islandhome, which means “This creature can’t attack unless

the defending player controls an Island” and “When you control no Islands, sacrifice this creature.” Cards

that previously had islandhome now simply have the two parts of islandhome written out without using the

keyword.

Islandwalk

See Landwalk.

Keyword Ability

Some abilities are very common or would require too much space to define on a card. These abilities list

only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule. See rule

502, “Keyword Abilities.”

Keyword Action

Most actions described in a card’s rules text use the standard English definitions of the verbs within, but

some specialized verb are used whose meanings may not be clear. These “keywords” are game terms;

sometimes reminder text summarizes their meanings. See rule 501, “Keyword Actions.”

Kicker

Kicker is a keyword ability with a cost and an effect. Paying a spell’s kicker cost causes the spell to have an

additional or alternative effect. See rule 502.21, “Kicker.”

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“Kicker [cost]” means “You may pay an additional [cost] as you play this spell.” You declare whether

you intend to pay a spell’s kicker cost at the same time you would choose the spell’s mode (see rule

409.1b), and you actually pay the cost when you pay the rest of the spell’s costs (see rule 409.1f–h). Paying

a kicker cost is always optional.

A spell’s controller chooses targets (see rule 409.1d) for a kicker effect only if he or she declared the

intention to pay the kicker cost for that effect. If the spell’s controller declared that he or she wouldn’t pay a

particular kicker cost, he or she doesn’t choose the targets for the effect associated with that kicker cost.

Land

Land is a card type. Lands aren’t spells and don’t go on the stack; they are simply played from the hand.

The active player may play a land once each turn during his or her main phase when he or she has priority

and the stack is empty. If an object is both a land and another card type, it can only be played as a land. It

can’t be played as a spell. See rule 212.6, “Lands.”

Land Type

Land subtypes are always a single word and are listed after a long dash: “Land — Locus, Land — Urza’s

Mine,” etc. Land subtypes are also called land types. Note that “basic,” “legendary,” and “nonbasic” aren’t

land types. See rule 212.6, “Lands.” See also Basic Land Type.

The list of land types, updated through the Lorwyn set, is as follows:

Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza’s

Landwalk

“Landwalk” is a generic term; a card’s rules text will give a specific property to look for, such as

“islandwalk.”

Landwalk is an evasion ability. A creature with landwalk is unblockable as long as the defending player

controls at least one land which has the specified subtype or supertype. See rule 502.6, “Landwalk.”

Last Known Information

The last known information about an object is the information that it had just before it left the zone it was

in. Effects use last known information if a specific object they require information from isn’t in the zone

it’s expected to be in (unless the effect divides damage). See rule 413.2f.

If an effect requires information about a specific player in a multiplayer game and that player has left the

game, the effect uses the last known information about that player before he or she left the game. See rule

600.4e.

Layer

Continuous effects are applied in order, in six layers: (1) copy effects (see rule 503, “Copying Objects”);

(2) control-changing effects; (3) text-changing effects; (4) type-changing effects (which includes effects

that change an object’s card type, subtype, and/or supertype); (5) all other continuous effects, except those

that change power and/or toughness, and (6) power- and/or toughness-changing effects. Inside layer 6,

effects are applied in a series of sublayers. See rule 418.5, “Interaction of Continuous Effects.”

Leaves Play

A permanent leaves play when it moves from the in-play zone to any other zone (see rule 410.10c) or when

its owner leaves the game (see rule 600.4a).

If a token leaves play, it ceases to exist. This is a state-based effect. See rule 420.5.

If a permanent leaves play and later returns to play, it’s treated as an entirely new permanent with no

“memory” of anything from its former existence. (Phasing is an exception to this; see rule 502.15,

“Phasing.” Permanents that phase out also don’t trigger any comes-into-play or leaves-play abilities.)

Legal Text

Legal text (the fine print at the bottom of the card) lists the trademark and copyright information. It has no

effect on game play. See rule 210, “Information Below the Text Box.”

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Legend (Obsolete)

Many creature cards were printed with the creature type “Legend.” All of these cards have been given

errata to have the legendary supertype. Legend is no longer a creature type. See Legendary.

Legendary

Legendary is a supertype that may apply to any permanent type (“Legendary Land,” “Legendary Artifact,”

and so on).

If two or more legendary permanents with the same name are in play, all are put into their owners’

graveyards. This “legend rule” is a state-based effect. See rule 420.5.

If a legendary permanent’s card types or subtypes change, this doesn’t change its supertypes. The

permanent will still be legendary.

Lethal Damage

Lethal damage is an amount of damage greater than or equal to a creature’s toughness. A creature with

lethal damage, but greater than 0 toughness, is destroyed. This is a state-based effect. See rule 420.5.

Library

The library is the zone from which a player draws cards. When a game begins, each player’s deck becomes

his or her library. See rule 217.2, “Library.”

Life, Life Total

Life total is a sort of score. Each player starts the game with 20 life. Any increase in a player’s life total is

considered to be gaining life. Any decrease in a player’s life total is considered to be losing life. A player

whose life total drops to 0 or less loses. This is a state-based effect; see rule 420.5. See also rule 215,

“Life.”

Lifelink

Lifelink is a triggered ability. “Lifelink” means “Whenever this permanent deals damage, you gain that

much life.” See rule 502.68, “Lifelink.”

LIFO (Informal)

An acronym for “Last In, First Out,” LIFO is the order in which spells and abilities resolve after going on

the stack. The last played is resolved first. See rule 409, “Playing Spells and Activated Abilities,” and rule

413, “Resolving Spells and Abilities.”

Limited Range of Influence

Limited range of influence is an optional rule used in some multiplayer games. A player’s range of

influence is the maximum distance from that player, measured in player seats, that the player can affect.

Players within that many seats of the player are within that player’s range of influence. Objects controlled

by players within a player’s range of influence are also within that player’s range of influence. Range of

influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the

game. See rule 601, “Limited Range of Influence Option.”

The limited range of influence option is always used in the Emperor variant (see rule 607), Grand Melee

variant (see rule 608), and it’s often used for other games involving five or more players.

Local Enchantment (Obsolete)

Some older cards used the term “local enchantment” for enchantments that are attached to other permanents

while they’re in play. These cards now have the Aura subtype.

Lose the Game

There are several ways to lose the game. A player can concede the game at any time; a player who

concedes loses the game immediately. If a player’s life total is 0 or less, he or she loses the game the next

time a player would receive priority (this is a state-based effect; see rule 420). If a player attempts to draw a

card from an empty library, he or she loses the game the next time a player would receive priority (this is a

state-based effect; see rule 420). If a player has ten or more poison counters, he or she loses the game the

next time a player would receive priority. (this is a state-based effect; see rule 420). If a player would both

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win and lose simultaneously, he or she loses. In a multiplayer game between teams, a team loses the game

if all players on that team have lost. See rule 102, “Winning and Losing.”

Loyalty Loyalty is a characteristic that only planeswalkers have. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not in play, and it also indicates that the planeswalker comes into play with that many loyalty counters on it. See rule 209, “Loyalty.” Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. A planeswalker with loyalty 0 is put into its owner’s graveyard. This is a state-based effect; see rule 420.

Madness

Madness is a keyword that represents two abilities. “Madness [cost]” means “If a player would discard this

card, that player discards it, but may remove it from the game instead of putting it into his or her

graveyard” and “When this card is removed from the game this way, its owner may play it by paying [cost]

rather than paying its mana cost. If that player doesn’t, he or she puts this card into his or her graveyard.”

See rule 502.24, “Madness.”

Main Game

Some cards allow players to play a Magic subgame. The “main game” is the game in which the spell or

ability that created the subgame was played. See rule 506, “Subgames.”

Main Phase

The term “main phase” comprises the first main and second main phases, also called the “precombat” and

“postcombat” main phases. Artifact, creature, enchantment, planeswalker, and sorcery spells may be played

only by the active player during his or her main phase, and only when the stack is empty. A player may also

play one land each turn during his or her main phase.

Mana

Mana is the energy used to play spells and is usually produced by lands. Mana is created by mana abilities

(and sometimes by spells), and it can be used to pay costs immediately or can stay in the player’s mana

pool. See rule 406, “Mana Abilities.”

Colored mana costs, represented by colored mana symbols, can be paid only with the appropriate color

of mana. Generic mana costs can be paid with any color of, or with colorless, mana. See rule 104.3.

The spell or ability that adds mana to a mana pool may restrict how it can be used. An ability might

produce mana that can be used only to play creature spells or only to pay activation costs.

The type of mana a permanent “could produce” is the type of mana that any ability of that permanent

can generate, taking into account any applicable replacement effects. If the type of mana can’t be defined,

there’s no type of mana that that permanent could produce. The “type” of mana is its color, or lack thereof

(for colorless mana).

Mana Ability

A mana ability is either activated or triggered. A mana ability doesn’t go on the stack—it resolves

immediately. See rule 411, “Playing Mana Abilities.”

A player may play an activated mana ability whenever he or she has priority and whenever a rule or

effect asks for a mana payment. This is the only kind of ability that can be played in the middle of playing

or resolving a spell or ability. See rule 406, “Mana Abilities.”

Mana Burn

When a phase ends, any unused mana remaining in a player’s mana pool is lost. The player loses 1 life for

each mana lost this way. This is called “mana burn.” See rule 300.3.

Mana Cost

The mana cost of a card is indicated by the mana symbols printed on its upper right corner. If a card has no

mana symbols printed in its upper right corner, it has no mana cost. Land cards and face-down spells and

permanents normally have no mana cost. Tokens have no mana cost unless the effect that creates them

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specifies otherwise. A copy of an object copies that object’s mana cost. See rule 203, “Mana Cost and

Color.”

Mana Pool

When an effect creates mana, that mana goes into a player’s mana pool. From there, it can be used to pay

for spells and abilities. The mana can be used immediately to pay a cost, or stored in the mana pool for use

later in the phase. The mana pool is cleared at the end of each phase. See also Mana Burn.

Mana Source (Obsolete)

Some older cards were printed with the card type “mana source.” All mana source cards are now instant

cards. Abilities that used to read “Play this ability as a mana source” are now mana abilities.

Mana Symbol

The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3}, {4}, and so

on; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U};

and the snow symbol {S}. See rule 104.3.

Each of the colored mana symbols represents one colored mana: {W} white, {U} blue, {B} black, {R}

red, and {G} green. See rule 104.3a.

Numeral symbols (such as {1}) are generic mana costs and represent an amount of mana that can be

paid with any color of, or colorless, mana. See rule 104.3b.

The symbol {X} represents an unspecified amount of mana; when playing a spell or activated ability

with {X} in its cost, its controller decides the value of that variable. See rule 104.3c.

Numeral symbols and variable symbols can also represent colorless mana if they appear in the effect of

a spell or of a mana ability that reads “add [mana symbol] to your mana pool” or something similar. See

rule 104.3d.

The symbol {0} represents zero mana and is used as a placeholder when a spell or activated ability costs

nothing to play. A spell or ability whose cost is {0} must still be played the same way as one with a cost

greater than zero; it won’t play itself automatically. See rule 104.3e.

Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in

a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue

or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or

white, and {G/U} green or blue. A hybrid mana symbol is each of its component colors. See rule 104.3f.

The symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See

rule 104.3h.

Match

A match is a series of Magic games and is important only for tournament or league play. A two-player

match usually consists of the best two of three games, or sometimes the best three of five. A multiplayer

match usually consists of only one game. For more information, consult the DCI Magic Floor Rules

(www.wizards.com/default.asp?x=dci/doccenter/home).

Maximum Hand Size

Each player’s maximum hand size is normally seven cards, though effects may modify this. As the first part

of the active player’s cleanup step, if he or she has too many cards in his or her hand, that player chooses

and discards as many cards as needed to reduce his or her hand to its maximum size (but no more than

that). See rule 314, “Cleanup Step.”

Modal, Mode

A spell or ability is modal if it is written “Choose one —,” “Choose two —,” or “[a specified player]

chooses one —.” Modal spells and abilities offer a choice of effects. A modal spell or ability’s controller

must choose the mode(s) as part of playing the spell or ability or as part of putting the ability on the stack

(in the case of triggered abilities); see rule 409.1b. If a mode has targets, a player can’t choose that mode

unless all of its targets can be chosen. A modal replacement effect’s mode is chosen as it’s applied; see rule

419.6g.

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Modular

Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent comes

into play with N +1/+1 counters on it” and “When this permanent is put into a graveyard from play, you

may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.” See rule

502.35, “Modular.”

Mono Artifact (Obsolete)

Some older cards used the term “mono artifact” on the card’s type line. They were artifacts that had

activated abilities that included the tap symbol. Cards that were printed with the term “mono artifact” now

simply use “artifact.”

Monocolored

A monocolored card has exactly one color. A colorless card isn’t monocolored.

Morph

Morph is a static ability that functions any time you could play the card it’s on, and the morph effect works

any time the card is face down. “Morph [cost]” means “You may play this card as a 2/2 face-down creature,

with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than its

mana cost.” Any time you could play an instant, you may show all players the morph cost for any face-

down permanent you control, pay that cost, then turn the permanent face up. This action doesn’t use the

stack. See rule 502.26, “Morph.”

Mountain

“Mountain” is one of the five basic land types. Any land with the land type Mountain has the ability “{T}:

Add {R} to your mana pool.” See rule 212.6h.

Mountaincycling

See Typecycling.

Mountainwalk

See Landwalk.

Move

To move a counter means to take it from where it currently is and put it onto another object. If the object

the counter would move from has no counters, or either that object or any possible objects the counter

would move onto are no longer in the correct zone when the effect would move the counter, nothing

happens.

Some older cards used “move” to describe taking an Aura on one object and putting it onto another.

These cards now say “attach.”

Mulligan

A player can “mulligan” by shuffling his or her hand back into his or her library and drawing a new hand

with one fewer card before taking the first turn. Any player dissatisfied with his or her starting hand may

mulligan as often as he or she wishes, drawing one fewer card each time. See rule 101.4.

In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of seven cards rather than six cards. Subsequent hands decrease by one card as normal. The Two-Headed Giant variant employs more extensive changes to the mulligan rule; see rule 606.6a.

Multicolored

A multicolored card has two or more colors. Most multicolored cards are printed with gold frames to

reinforce this. See rule 203.2.

A multicolored object is affected by anything that singles out any of its colors. For example, a black-

and-green creature is destroyed by a spell that reads, “Destroy all green creatures.” Something that can’t

affect a particular color doesn’t affect a multicolored object with that color, so that same creature can’t be

targeted by a spell or ability that reads, “Destroy target nonblack creature.”

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Multiplayer

A multiplayer game is a game that begins with more than two players. Games that begin with only two

players aren’t multiplayer games. See section 6, “Multiplayer Rules.”

Name

The name of a card is printed on its upper left corner. See rule 202, “Name.”

Ninjutsu

Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand.

“Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked creature you

control to its owner’s hand: Put this card into play from your hand tapped and attacking.” See rule 502.43,

“Ninjutsu.”

Nonbasic Land

Any land that doesn’t have the supertype “basic” is nonbasic. Use the Oracle card reference to determine

whether a land has the supertype “basic.”

Number

The Magic game uses only integers. You can’t choose a fractional number, deal fractional damage, gain

fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell

you whether to round up or down. See rule 104, “Numbers and Symbols.”

Most of the time, the Magic game uses only positive numbers. You can’t choose a negative number,

deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a

creature’s power, to be less than zero. If a calculation or comparison that would determine the result of an

effect needs to use a negative value, it does so. If such a calculation yields a negative number, zero is used

instead, unless that effect sets a creature’s power or toughness, changes a creature’s power or toughness, or

sets a player’s life total.

Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It deals no damage in combat. Its total

power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.

Object

An “object” is a card, a copy of a card, a token, a spell, a permanent, an ability on the stack, or combat

damage on the stack. The term “object” is used in these rules when a rule applies to cards, copies of cards,

tokens, spells, permanents, abilities on the stack, and combat damage on the stack. See rule 200.8.

Obsolete

Terms marked “(Obsolete)” in this glossary were used only on older cards. Updated wordings for all cards

that used these terms are available in the Oracle card reference.

Offering

Offering is a static ability of a card that functions in any zone from which the card can be played. “[Text]

offering” means “You may play this card any time you could play an instant by sacrificing a [text]

permanent. If you do, the total cost to play this card is reduced by the sacrificed permanent’s mana cost.”

Generic mana in the sacrificed permanent’s mana cost reduces only the generic mana in the offering card’s

total cost. See rule 502.42, “Offering.”

One-Shot Effect

One-shot effects do something only once and then end. See rule 417, “One-Shot Effects.” See also

Continuous Effects.

Opening Hand Before a game begins, but after a player has taken any mulligans, the hand of cards he or she chooses to

keep is that player’s opening hand. A player can’t take any mulligans once he or she has decided to keep an

opening hand.

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Opponent

In a two-player game, a player’s opponent is the other player. In multiplayer games, a player has multiple

opponents. See section 6, “Multiplayer Rules.”

Oracle

Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using

the Gatherer card database at http://gatherer.wizards.com. See rule 200.2.

Order

The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects allow

it. Objects in other zones can be arranged however their owners wish, although who controls those objects,

whether they’re tapped, and what enchants or equips them must remain clear to all players. See rule 217.1b.

Outside the Game

An object is “outside the game” if it’s in the removed-from-the-game zone, or if it isn’t in any of the

game’s zones. All other objects are inside the game. “Outside the game” is not a zone. See rule 217.1e.

Owner

The owner of a card is the player who started the game with that card in his or her deck or, for cards that

didn’t start the game in a player’s deck, the player who brought the card into the game. (Legal ownership is

irrelevant to the game rules, except for the rules for ante.) See rule 200.1a. The owner of a token, or of a

copy of a spell, is the controller of the effect that created it.

An effect can change a permanent’s controller but never its owner. (A few cards have the text “Remove

[this card] from your deck before playing if you’re not playing for ante.” These are the only cards that can

change a card’s owner. See rule 217.9, “Ante.”)

A card is always put into its owner’s library, hand, or graveyard, regardless of who controlled the card

in its previous zone. See rule 217.1a.

Pass

To pass is to decline to take any action (usually playing a spell or ability) when you have priority. When a

player passes, his or her opponent receives priority. See rule 408.1, “Timing, Priority, and the Stack.”

Pass in Succession

To pass in succession means that all players pass without playing any spells, playing any abilities, or

performing any special actions in between. If all players pass in succession, the spell, ability, or combat

damage on top of the stack resolves. If the stack is empty, the phase or step ends. See rule 408.1, “Timing,

Priority, and the Stack.”

Pay

Playing most spells and activated abilities requires paying costs; see rule 409, “Playing Spells and

Activated Abilities.” Declaring attackers (see rule 308, “Declare Attackers Step”) and declaring blockers

(see rule 309, “Declare Blockers Step”) can also require paying costs.

Paying mana is done by removing the indicated amount of mana from the player’s mana pool. Any time

a player is asked to pay mana, mana abilities may be played. Mana abilities must be played before the costs

are paid. Paying life subtracts the indicated amount of life from the player’s life total. A player can’t pay

more mana than the amount of mana in his or her mana pool or more life than his or her life total. Zero life

or zero mana can always be paid, even if the player has less than zero life. Unpayable costs can’t be paid.

To pay any cost, the player carries out the instructions specified by the spell, ability, or effect. It’s illegal

to attempt paying a cost when unable to successfully follow the instructions. For example, a player can’t

pay a cost that requires tapping a creature if that creature is already tapped.

Each payment applies to only one spell or ability. For example, a player can’t sacrifice just one creature

to play the activated abilities of two permanents that require sacrificing a creature as a cost. Also, the

resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing

the same thing the other cost asks for.

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Permanent

A permanent is any card or token in the in-play zone. See rule 214, “Permanents.”

Permanent Card A permanent card is a card that isn’t in play but could be put into play. Specifically, it means an artifact,

creature, enchantment, land, or planeswalker card.

Permanently (Obsolete)

Certain older cards were printed with the term “permanently” to indicate effects with no expiration. This

term is no longer used.

Example: An ability that originally read “Gain control of target creature permanently” would now

read as follows: “Gain control of target creature.” This effect grants control of the permanent until

something else changes the controller or it leaves play. It doesn’t make the permanent immune to

other control effects.

Phase

Each turn is divided into five phases: beginning, precombat main, combat, postcombat main, and end. See

section 3, “Turn Structure.”

Phased Out

The phased-out zone is a special zone for permanents with phasing that are temporarily out of play. See

rule 217.8, “Phased Out,” and rule 502.15, “Phasing.”

Phasing

Phasing is a static ability that causes a permanent to leave play and later return, without losing its

“memory.” See rule 502.15, “Phasing.”

Pile

If a player is asked to separate a group of objects into two or more piles, the objects do not leave the zone

they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be

maintained. A pile can contain zero or more objects.

Plains

“Plains” is one of the five basic land types. Any land with the land type Plains has the ability “{T}: Add

{W} to your mana pool.” See rule 212.6h.

Plainscycling

See Typecycling.

Plainswalk

See Landwalk.

Planeswalker Planeswalker is a card type. The active player may play planeswalkers during his or her main phase when

the stack is empty. When a planeswalker spell resolves, its controller puts it into play under his or her

control. See rule 212.9, “Planeswalkers.”

Planeswalker Type Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.”

Planeswalker subtypes are also called planeswalker types.

The list of planeswalker types, updated through the Lorwyn set, is as follows: Ajani, Chandra, Garruk,

Jace, Liliana.

Play

The act of playing a spell, land, or ability involves announcing the action and taking the necessary steps to

complete it.

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Playing a spell or activated ability requires paying any costs and choosing any required modes and/or

targets. See rule 409, “Playing Spells and Activated Abilities.”

Playing a land simply requires choosing a land card from the hand and putting it into play. See rule

212.6, “Lands.”

Playing a mana ability requires paying any costs, then immediately resolving the ability. See rule 411,

“Playing Mana Abilities.”

Triggered abilities and static abilities aren’t played—they happen automatically. See rule 410,

“Handling Triggered Abilities,” and rule 412, “Handling Static Abilities.”

Play/Draw (Informal)

Whoever plays first in a two-player game skips his or her first draw step. This is referred to as the

play/draw rule. See rule 101, “Starting the Game.”

In a Two-Headed Giant multiplayer game, the team that goes first skips its first draw step (see rule 606,

“Two-Headed Giant Variant”). Other multiplayer variants don’t use the play/draw rule.

Player

A player is one of the people in the game. The active player is the player whose turn it is. The other players

are nonactive players. See rule 200.3.

Poison Counter

Some cards, including those with the poisonous ability, give poison counters to players. If a player has ten

or more poison counters, he or she loses the game the next time a player would receive priority. See rule

420, “State-Based Effects.”

Poisonous

Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a

player, that player gets N poison counters.” See rule 502.69, “Poisonous.”

Poly Artifact (Obsolete)

Some older cards used the term “poly artifact” on the card’s type line. They were artifacts that had

activated abilities that don’t include the tap symbol. Cards that were printed with the term “poly artifact”

now simply use “artifact.”

Postcombat

The second main phase in each turn is called the postcombat main phase. If an effect causes a turn to have

an extra combat phase and another main phase, the additional one is also a postcombat main phase. See rule

305, “Main Phase.”

Power

Power is a characteristic that only creatures have. The number before the slash printed on the lower right

corner of a creature card is its power. See rule 208, “Power/Toughness.”

Creatures that attack or block assign combat damage equal to their power. See rule 310, “Combat

Damage Step.”

Some creature cards have power represented by * instead of a number. The object has a characteristic-

defining ability that sets its power according to some stated condition. This ability functions in all zones.

A noncreature permanent has no power, even if it’s a card with a power printed on it (such as a Licid

that’s become an Aura).

Precombat

The first main phase in each turn is called the precombat main phase. See rule 305, “Main Phase.”

Prevention Effect

Effects that prevent something from happening replace it with “do nothing.” (See rule 419, “Replacement

and Prevention Effects.”) A prevention effect must be active before the event it’s intended to prevent.

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Effects generated by the resolution of a spell or ability that prevent a specific amount of damage act as

“shields” and stay active until that amount of damage has been prevented or the turn ends. The damage

doesn’t have to be dealt by a single source or all at once.

Effects generated by static abilities that prevent a specific amount of damage prevent only the indicated

amount of damage from any applicable source at any given time.

Effects that prevent the next damage from a specific source apply the next time that source would deal

damage, regardless of the amount. These effects expire when the turn ends. See rule 419.8, “Sources of

Damage.”

Priority

The player who has the option to play a spell or ability at any given time has priority. See rule 408,

“Timing of Spells and Abilities.”

Each time a spell, an ability (other than a mana ability), or combat damage resolves, and at the

beginning of most phases and steps, the active player receives priority. If a player has priority when he or

she plays a spell, ability, or land, or takes a special action, he or she receives priority afterward. When a

player passes in a two-player game, his or her opponent receives priority.

If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves or, if

the stack is empty, the phase or step ends.

Each time a player would get priority, all applicable state-based effects resolve first as a single event

(see rule 420). Then, if any new state-based effects have been generated, they resolve as a single event.

This process repeats until no more applicable state-based effects are generated. Then triggered abilities are

added to the stack (see rule 410). These steps repeat in order until no further state-based effects or triggered

abilities are generated.

In the Two-Headed Giant multiplayer variant, teams rather than individual players have priority. See

rule 606, “Two-Headed Giant Variant.”

Protection

Protection is a static ability, written “Protection from [quality].” See rule 502.7, “Protection.”

A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be

targeted by abilities from a source with the stated quality.

A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such

Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a

state-based effect. (See rule 420, “State-Based Effects.”)

A permanent with protection can’t be equipped by Equipment that has the stated quality or fortified by

Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that

permanent, but remain in play. (See rule 420, “State-Based Effects.”)

Any damage that would be dealt to a permanent or player with protection from sources having that

quality is prevented.

Attacking creatures with protection can’t be blocked by creatures that have the stated quality.

Provoke

Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have

target creature defending player controls block this creature this combat if able. If you do, untap that

creature.” See rule 502.29, “Provoke.”

Public Information (Informal)

Some information within a Magic game is known by all players. For example, permanents in play, spells

and abilities on the stack, and cards in graveyards are all public information. The number of cards in

players’ libraries and hands is also public information, even though contents of those libraries and hands

are hidden information. See also Hidden Information.

Put into Play

If an effect instructs a player to put an object into play, that object is not considered “played.”

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Rampage

Rampage is a triggered ability. “Rampage N” means “When this creature becomes blocked, it gets +N/+N

until end of turn for each creature blocking it beyond the first.” See rule 502.12, “Rampage.”

Random

If a spell, ability, or effect requires a player to choose something at random, that player can use any method

of making a random choice (rolling dice, flipping a coin, and so on). The outcome must be truly random.

Reach

Reach is a static ability. A creature with reach can block an attacking creature with flying. See rule 309,

“Declare Blockers Step,” rule 502.4, “Flying,” and rule 502.70, “Reach.”

Range of Influence

See Limited Range of Influence. Recover

Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard.

“Recover [cost]” means “When a creature is put into your graveyard from play, you may pay [cost]. If you

do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.” See

rule 502.55, “Recover.”

Redirect (Obsolete)

Some older cards were printed with the term “redirect” to describe the act of dealing damage to a different

player or creature than originally specified by a spell, ability, or combat-damage assignment, without

changing the source or kind of damage. In general, cards that were printed with the term “redirect” now

create replacement effects that modify where the damage will be dealt. “Redirect” is still used informally to

describe what these replacement effects do. See rule 419.6c.

Regenerate

Regeneration is a destruction-replacement effect. “Regenerate [permanent]” means “The next time

[permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if it’s in combat)

remove it from combat.” Because it’s a replacement effect, it must be active before the attempted

destruction event. Abilities that trigger from damage being dealt still trigger even if the permanent

regenerates. See rule 419.6b.

Reminder Text

Reminder text appears after a keyword ability printed on a card and on cards that might otherwise be

commonly misunderstood. Reminder text is text that is italicized and in parentheses in the text box of a

card. This text provides a summary of the game rule or clarifies what the card does, but it isn’t itself

considered rules text. See rule 207.2.

Removed from Combat

A creature or planeswalker is removed from combat if it leaves play (such as by being destroyed or removed from the game); if its controller changes; if it stops being a creature or planeswalker, respectively; or if an effect removes it from combat. A creature is also removed from combat if it regenerates (see rule 419.6b). A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that’s removed from combat stops being attacked. A permanent that’s

removed from combat can’t assign combat damage or have combat damage assigned to it. However, if

combat damage assigned to or by that permanent is already on the stack, it will resolve normally. See rule

306.4 and rule 310.4a.

Removed from the Game

A card removed from the game is put into the removed-from-the-game zone. The effect that removed the

card may specify a way for it to return. Some objects use the expression “set aside” for situations in which

a card removed from the game can return to another zone. See rule 217.7, “Removed from the Game.”

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Replacement Effect

A replacement effect is a kind of continuous effect that “watches” for a specified event and replaces it with

a different one. See rule 419, “Replacement and Prevention Effects.”

Replicate

Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell

is on the stack. The second is a triggered ability that functions while the spell is on the stack. “Replicate

[cost]” means “As an additional cost to play this spell, you may pay [cost] any number of times” and

“When you play this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was

paid. If the spell has any targets, you may choose new targets for any number of the copies.” See rule

502.52, “Replicate.”

Requirement

A requirement to attack or block is any effect that forces one or more creatures to attack or block. All

attacks and blocks must still be legal. See rule 500, “Legal Attacks and Blocks.”

Resolve

When a spell or ability on top of the stack resolves, its controller carries out the instructions printed on the

card, in the order written. When combat damage resolves, it’s dealt as previously assigned to the fullest

extent possible. See rule 413, “Resolving Spells and Abilities.”

Respond, Response (Informal)

A player can choose to play an instant spell or activated ability when something else is already on the stack,

rather than waiting for the earlier spell or ability to resolve first. The spell or ability is said to be played “in

response to” the earlier spell or ability. See rule 408, “Timing of Spells and Abilities.”

Restriction

A restriction on attacking or blocking is any effect that could prevent a creature from attacking or blocking.

All attacks and blocks must still be legal. See rule 500, “Legal Attacks and Blocks.”

Reveal

To reveal an object is to show that object to all players. If a one-shot effect reveals a card, the card is

returned to its former state after all players have seen it. If the cost to play a spell or ability includes

revealing a card, the card remains revealed from the time the spell or ability is announced until it leaves the

stack.

Ripple

Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means

“When you play this spell, you may reveal the top N cards of your library, or, if there are fewer than N

cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this

way, you may play any of those cards with the same name as this spell without paying their mana costs,

then put all revealed cards not played this way on the bottom of your library in any order.” See rule 502.56,

“Ripple.”

Rules Text

An object’s rules text defines many of that object’s properties. Changing an object’s rules text changes the

object’s properties.

Sacrifice

To sacrifice a permanent, its controller moves it from the in-play zone directly to its owner’s graveyard. A

player can’t sacrifice something that isn’t a permanent, or something that’s a permanent he or she doesn’t

control. If an effect instructs a player to sacrifice a permanent that he or she doesn’t control, nothing

happens. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction

can’t affect it.

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Scry

To “scry N” means to look at the top N cards of your library, put any number of them on the bottom of

your library in any order, and put the rest on top of your library in any order. See rule 501.8, “Scry.”

Sealed Deck

For sealed deck or draft play, only forty cards are required in a deck, and a player may use as many

duplicates of a card as he or she has. Each player still needs small items to represent any tokens and

counters, and some way to clearly track life totals. See rule 100.3.

Search

If you’re required to search a zone not revealed to all players for cards of a given quality, such as card type

or color, you aren’t required to find some or all of those cards even if they’re present; however, if you do

choose to find cards, you must reveal those cards to all players. Even if you don’t find any cards, you are

still considered to have searched the zone.

If you’re simply searching for a quantity of cards, such as “a card” or “three cards,” you must find that

many cards (or as many as possible). These cards often aren’t revealed.

Example: If an effect causes you to search a player’s library for all duplicates of a particular card

and remove them from the game, you may choose to leave some of them alone, but if an effect causes

you to search your library for three cards and it contains at least three, you can’t choose less than

three.

Set Aside

To set aside a card is to remove it from the game; however, the effect will specify some condition that

allows the set-aside card to return to the game. See also Removed from the Game.

Shadow

Shadow is an evasion ability. Attacking creatures with shadow can’t be blocked by creatures without

shadow, and attacking creatures without shadow can’t be blocked by creatures with shadow. See rule 502.8,

“Shadow.”

Shared Life Total

The Two-Headed Giant multiplayer variant uses a shared life total. Each two-player team’s life total starts

at 30, and the team loses if its life total reaches 0. Damage, loss of life, and gaining life happens to each

player individually. The result is applied to the team’s shared life total. If an effect needs to know the value

of any individual player’s life total, that effect uses the team’s life total divided by the number of players on

the team (rounded up) instead. See rule 606, “Two-Headed Giant Variant.”

Shield

Replacement and prevention effects act like “shields” around whatever they’re affecting. See rule 419,

“Replacement and Prevention Effects.”

Shroud

Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or

abilities.” See rule 502.36, “Shroud.”

Shuffle

To shuffle a deck, library, or pile is to make the order of that deck, library, or pile random. After a player

shuffles a deck, library, or pile he or she owns, each opponent has the option to shuffle or cut that pile. See

rule 101.1.

Skip

To skip an event, step, phase, or turn is to proceed past it as though it didn’t exist. Skipping an event, step,

phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do

nothing.” See rule 300.9 and rule 419.6e.

Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the

next occurrence.

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Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next”

occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player

to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping

the first occurrence, while the other will remain until another occurrence can be skipped. See rule 419.6f.

Slivercycling See Typecycling.

Snow

Snow is a supertype. When a card refers to a “snow permanent,” it means a permanent with the snow

supertype. When a card refers to a “snow Forest,” it means a Forest with the snow supertype, and so on.

Some older cards were printed with the term “snow-covered” in their rules text. Except for card names, all

instances of “snow-covered” are now “snow.” See rule 205.4e.

Snow Landwalk

Snow landwalk is a special form of landwalk. A creature with snow landwalk is unblockable as long as the

defending player controls at least one snow land of the specified subtype. See rule 502.6, “Landwalk,” and

rule 205.4e.

Snow Mana

The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow

permanent. This is a generic mana cost that can be paid with any color or, or colorless, mana. Effects that

reduce the amount of generic mana you pay don’t affect {S} costs.

Snow-Covered (Obsolete)

Some older cards were printed with the term “snow-covered” in their rules text. Except for card names, all

instances of “snow-covered” are now “snow.”

Sorcery

Sorcery is a card type. The active player may play sorceries during his or her main phase when the stack is

empty. A sorcery spell is put into its owner’s graveyard as part of its resolution. Sorcery subtypes are called

spell types (see Spell Types). See rule 212.7, “Sorceries.”

Soulshift

Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from

play, you may return target Spirit card with converted mana cost N or less from your graveyard to your

hand.”

Source of an Ability

The source of an ability is the object that generated it. See rule 402, “Abilities,” and rule 200.7.

Source of Damage

The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage,

he or she may choose a permanent, a spell on the stack (including one that creates a permanent), or any

object referred to by an object on the stack (including a creature that assigned combat damage on the stack,

even if the creature is no longer in play or is no longer a creature). A source doesn’t need to be capable of

dealing damage to be a legal choice. See rule 419.8, “Sources of Damage.”

Special Action

Special actions don’t use the stack. The special actions are playing a land, turning a face-down creature

face up, ending continuous effects or stopping delayed triggered abilities, ignoring continuous effects, and

removing a card with suspend in your hand from the game. See rule 408.1i and rule 408.2, “Actions That

Don’t Use the Stack.”

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Spell

A nonland card becomes a spell when it’s put on the stack and remains a spell until it’s countered, it

resolves, or it otherwise leaves the stack. A copy of a spell is also a spell, even if it has no card associated

with it. See rule 213, “Spells,” and rule 401, “Spells on the Stack.”

Spell Type

Instants and sorceries share the same set of subtypes. These subtypes are always a single word and are

listed after a long dash: “Instant — Arcane.” These subtypes are also called spell types.

The list of spell types, updated through the Lorwyn set, is as follows: Arcane.

Splice

Splice is a static ability that functions while a card is in your hand. “Splice onto [subtype] [cost]” means

“You may reveal this card from your hand as you play a [subtype] spell. If you do, copy this card’s text box

onto that spell and pay [cost] as an additional cost to play that spell.” Paying a card’s splice cost follows the

rules for paying additional costs in rules 409.1b and 409.1f–h.

You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that

card’s instructions. You can’t splice any one card onto the same spell more than once. If you’re splicing

more than one card onto a spell, reveal them all at once and choose the order in which their instructions will

be followed. The instructions on the main spell have to be followed first.

The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The

spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.)

of the spliced cards. Text copied onto the spell that refers to a card by name refers to the spell on the stack,

not the card from which the text was copied.

Choose targets for the added text normally (see rule 409.1c). Note that a spell with one or more targets

will be countered if all of its targets are illegal on resolution.

The spell loses any splice changes once it leaves the stack (for example, when it’s countered, it’s

removed from the game, or it resolves).

Split Cards

Split cards have two card faces on a single card. The back of a split card is the normal, full-size Magic card

back. Split cards have two sets of characteristics (two names, two mana costs, and so on) and two converted

mana costs. They always have both sets, except when they’re spells on the stack. When you play a split

card, you announce which side you’re playing. While it’s on the stack, the other side is ignored completely.

See rule 505, “Split Cards.”

If a split card’s two mana costs have different colors of mana in them, it’s a multicolored card while it’s

not on the stack. A split card is a multicolored card on the stack only if the half that’s been played is

multicolored.

If an effect tells you to name a card, you must name all of a split card’s names.

An effect that asks for a split card’s characteristic while it’s in a zone other than the stack gets both

answers.

An effect that performs a positive comparison or a relative comparison involving characteristics of one

or more split cards in any zone other than the stack gets only one answer. This answer is “yes” if either side

of those split cards would return a “yes” answer if compared individually.

An effect that performs a negative comparison involving characteristics of one or more split cards in any

zone other than the stack also gets only one answer. This answer is “yes” if performing the comparable

positive comparison would return a “no” answer.

Split Second

Split second is a static ability that functions only while the spell with split second is on the stack. “Split

second” means “As long as this spell is on the stack, players can’t play other spells or abilities that aren’t

mana abilities.” See rule 502.58, “Split Second.”

Stack

A spell or ability goes on top of the stack when it’s played or put onto the stack. Combat-damage

assignments also go on top of the stack as though they were a single object. Whenever all players pass in

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succession, the spell, ability, or combat damage on top of the stack resolves and the active player receives

priority again. See rule 217.6, “Stack,” and rule 408.1, “Timing, Priority, and the Stack.”

State-Based Effects

State-based effects continually “watch” the game for a particular state. Whenever a player would receive

priority, state-based effects are checked and applied. See rule 420, “State-Based Effects.”

State Triggers

State triggers are triggered abilities that watch for a game state rather than an event and trigger as soon as

the game state matches the condition. Once a state trigger has triggered, it won’t trigger again until the

ability it created has resolved, has been countered, or has otherwise left the stack. See rule 410.11.

Static Ability

Static abilities do something all the time rather than being played at specific times. Static abilities create

continuous effects, which are active as long as the permanent with the ability remains in play and has the

ability, or as long as the object with the ability remains in the appropriate zone. See rule 412, “Handling

Static Abilities.”

Status

A permanent’s status is its physical state. There are three status categories, each of which has two possible

values: tapped/untapped, flipped/unflipped, and face up/face down. Each permanent always has one of

these values for each of these categories.

Status is not a characteristic, though it may affect a permanent’s characteristics.

Permanents come into play untapped, unflipped, and face up unless a spell or ability says otherwise.

Step

Some phases of the turn are further subdivided into steps. See section 3, “Turn Structure.”

Storm

Storm is a triggered ability that functions on the stack. “Storm” means “When you play this spell, put a

copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets,

you may choose new targets for any of the copies.” See rule 502.30, “Storm.”

Subgame

Some cards allow players to play a Magic subgame. A “subgame” is the game created by the card’s effect.

See rule 506, “Subgames.”

Substance

Substance is a static ability with no effect. Certain older cards have received errata that give them substance

for a brief period of time.

Subtype

A card can have one or more subtypes printed on its type line. Subtypes are always single words and are

listed after a long dash. Each word after the dash is a separate subtype.

Artifacts, enchantments, lands, and planeswalkers each have their own unique set of possible subtypes.

Instants and sorceries share their lists of subtypes; these subtypes are called spell types. Creatures and

tribals also share their lists of subtypes; these subtypes are called creature types. Objects may have multiple

subtypes.

If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type.

See rule 205.3, “Subtypes,” and rule 212, “Card Type, Supertype, and Subtype.”

Successfully Cast (Obsolete)

Some older cards were printed with the term “successfully cast.” In general, any ability that’s written as

triggering when a spell is “successfully cast” should be read as triggering when the spell is played.

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Summon (Obsolete)

Older creature cards were printed with “Summon [creature type]” on their type lines. All “Summon

[creature type]” cards should be read as “Creature — [creature type].” Many of these cards’ creature types

have also been updated; use the Oracle card reference to determine their current creature types.

Summoning Sickness (Informal)

The term “summoning sickness” is an informal term which describes a creature’s inability to attack or to

use activated abilities that include the tap symbol when it has come under a player’s control since the

beginning of that player’s most recent turn. See rule 212.3f. See also Haste.

Sunburst

Sunburst is a static ability that functions as an object is coming into play from the stack. “Sunburst” means

“If this object is coming into play from the stack as a creature, it comes into play with a +1/+1 counter on it

for each color of mana used to pay its cost. If this object is coming into play from the stack and isn’t

coming into play as a creature, it comes into play with a charge counter on it for each color of mana used to

pay its cost.” See rule 502.37, “Sunburst.”

Supertype

A card can have one or more “supertypes.” These are printed directly before its card types. If an object’s

card types or subtypes change, any supertypes it has are kept, although they may not be relevant to the new

card type. See rule 205.4, “Supertypes.”

An object’s supertype is independent of its card type and subtype. Changing an object’s card type or

subtype won’t change its supertype. Changing an object’s supertype won’t change its card type or subtype.

When an object gains or loses a supertype, it retains any other supertypes it had. See rule 212. “Card Type,

Supertype, and Subtype.”

The list of supertypes, updated through the Lorwyn set, is as follows: basic, legendary, snow, and world.

Suspend

Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card

with suspend is in a player’s hand. The second and third are triggered abilities that function in the removed-

from-the-game zone. “Suspend N—[cost]” means “If you could play this card from your hand, you may

pay [cost] and remove it from the game with N time counters on it. This action doesn’t use the stack,” and

“At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the

last time counter is removed from this card, if it’s removed from the game, play it without paying its mana

cost if able. If you can’t, it remains removed from the game. If you play a creature spell this way, it gains

haste until you lose control of the spell or the permanent it becomes.” Playing a spell as an effect of its

suspend ability follows the rules for paying alternative costs in rules 409.1b and 409.1f–h. See rule 502.59,

“Suspend.”

Suspended

A card is “suspended” if it’s in the removed-from-the-game zone, has suspend, and has a time counter on it.

Swamp

“Swamp” is one of the five basic land types. Any land with the land type Swamp has the ability “{T}: Add

{B} to your mana pool.” See rule 212.6h.

Swampcycling

See Typecycling.

Swampwalk

See Landwalk.

Tap

To tap a permanent is to turn it sideways. The tap symbol ({T} in these rules) in an activation cost means

“Tap this permanent”—a permanent that’s already tapped can’t be tapped again to pay the cost. Creatures

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that haven’t been under a player’s control continuously since the beginning of his or her most recent turn

can’t use any ability of theirs with the tap symbol in the cost. See rule 104.4.

Tapped

A permanent that’s turned sideways is tapped. Tapping permanents shows that they’ve been used.

Permanents untap during their controllers’ untap steps. See also Status, Tap, Untap, and Untapped.

Target

Whenever the phrase “target [something],” where [something] is a phrase that describes an object, player,

or zone, appears in a spell or ability, the controller of the spell or ability chooses something that matches

whatever follows that word. The choice of a spell or ability’s targets is made when the spell or ability is

played. See rule 415, “Targeted Spells and Abilities.”

An instant or sorcery is targeted if the text that will be followed when it resolves uses the phrase “target

[something],” where the “something” is a phrase that describes an object, player, or zone. (If an activated or

triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)

An activated or triggered ability is targeted if it uses the phrase “target [something],” where the

“something” is a phrase that describes an object, player, or zone.

Aura spells are targeted, and their target is specified by their “enchant” abilities. They target the object

or player they will enchant. (See rule 415.3.) An Aura permanent doesn’t target anything.

Neither Equipment spells nor Equipment permanents are targeted. The same is true for Fortification

spells and Fortification permanents. (See rule 415.3.) An Equipment or a Fortification may have abilities

which are targeted.

A spell or ability on the stack can’t target itself.

A spell that targets the same object, player, or zone more than once isn’t a “spell with a single target.”

Team

In a multiplayer game between teams, players win or lose as a group rather than as individuals. The Two-

Headed Giant (see rule 606), Emperor (see rule 607), and Teams multiplayer variants (see rule 609) all use

teams.

Teammate

In a multiplayer game between teams, a player’s teammates are the other players on his or her team, and the

player’s opponents are all players not on his or her team.

Teams

The Teams multiplayer variant involves two or more teams of equal size. Players are seated so that no one

is next to a teammate and each team is equally spaced out. A player can’t attack opponents who aren’t

seated next to him or her.

The Teams variant uses the following default options: (a) The recommended range of influence is 2 (see

rule 601) and (b) exactly one of the attack left, attack right, and attack multiple players options must be

used (see rules 604 and 602). The deploy creatures option isn’t normally used in the Teams variant. See

rule 609, “Teams Variant.”

Text Box

The text box is printed below the illustration on a Magic card and contains rules text that defines the card’s

abilities, reminder text, and flavor text. See rule 207, “Text Box.”

Text-Changing Effect

An effect that changes the text of an object changes only words that are used in the correct way (for

example, a Magic color word being used as a color word, a land type word used as a land type, or a

creature type word used as a creature type). The effect can’t change a proper noun, such as a card name,

even if that proper noun contains a word or a series of letters that is the same as a Magic color word, basic

land type, or creature type. See rule 418.6, “Text-Changing Effects.”

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Threshold

Threshold used to be a keyword ability. It is now an ability word and has no rules meaning. All cards

printed with the threshold keyword have received errata. Updated wordings are available in the Oracle card

reference.

Tie

If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do

in the event of a tie. The Magic game has no default for ties.

Timestamp Order

An object’s timestamp is the time it entered the zone it’s currently in, with three exceptions: (1) If two or

more objects enter a zone simultaneously, the active player determines their timestamp order at the time

they enter that zone. (2) Whenever an Aura, Equipment, or Fortification becomes attached to an object or

player, the Aura, Equipment, or Fortification receives a new timestamp. (3) Permanents that phase in keep

the same timestamps they had when they phased out. See rule 418.5e. See also Depend On.

Continuous effects generated by static abilities have the same timestamp as the object that generated

them. Continuous effects generated by the resolution of a spell or ability receive a timestamp at the time

they’re created.

Token

A token is a marker used to represent any permanent that isn’t represented by a card. Tokens are created by

effects. Tokens can be tapped and untapped just like cards, though an alternative to rotation might be

needed to distinguish their status. See rule 216, “Tokens.”

Tombstone Icon

A tombstone icon appears to the left of the name of many Odyssey block cards with abilities that are

relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a

graveyard. This icon has no effect on game play. See rule 104.5.

Total Casting Cost (Obsolete)

Some older cards were printed with the term “total casting cost” to describe the converted mana cost of a

spell. In general, cards that were printed with the term “total casting cost” now use the term “converted

mana cost.”

Total Cost

The total cost of a spell or activated ability is the mana cost, activation cost, or alternative cost, plus all cost

increases and minus all cost reductions. See rule 409.1f

Toughness

Toughness is a characteristic that only creatures have. The number after the slash printed on the lower right

corner of a creature card is its toughness. See rule 208, “Power/Toughness.”

A creature that’s been dealt damage greater than or equal to its toughness (and greater than 0) has been

dealt lethal damage and is destroyed. This is a state-based effect; see rule 420.

Some creature cards have toughness represented by * instead of a number. The object has a

characteristic-defining ability that sets its toughness according to some stated condition. This ability

functions in all zones.

A noncreature permanent has no toughness, even if it’s a card with a toughness printed on it (such as a

Licid that’s become an Aura).

Tournament

A tournament is an organized event where players compete against other players to win prizes. See the

Tournament Locator on the MagicTheGathering.com Tournament Center page

(www.wizards.com/default.asp?x=mtgcom/tournamentcenter) to find tournaments in your area.

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Trample

Trample is a static ability modifying the combat damage step of the combat phase. It lets an attacking

creature “trample over” blocking creatures and assign part of its combat damage to the player or

planeswalker it’s attacking. See rule 502.9, “Trample.”

Transfigure

Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search

your library for a creature card with the same converted mana cost as this permanent and put it into play.

Then shuffle your library. Play this ability only any time you could play a sorcery” See rule 502.71,

“Transfigure.”

Transmute

Transmute is an activated ability that functions only while the card with transmute is in a player’s hand.

“Transmute [cost]” means “[Cost], Discard this card: Search your library for a card with the same

converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your

library. Play this ability only any time you could play a sorcery.” See rule 502.48, “Transmute.”

Tribal

Tribal is a card type. Each tribal card has another card type. Playing and resolving a tribal card follows the

rules for playing and resolving a card of the other card type. The set of tribal subtypes is the same as the set

of creature subtypes; these subtypes are called creature types. See Creature Types and rule 212.8,

“Tribals.”

Trigger, Triggered Ability

A triggered ability begins with the word “when,” “whenever,” or “at.” Whenever the trigger event occurs,

the ability goes on top of the stack the next time a player would receive priority. See rule 404, “Triggered

Abilities.”

Trigger Condition

A triggered ability begins with the word “when,” “whenever,” or “at.” The phrase containing one of these

words is the trigger condition, which defines the trigger event. See rule 404, “Triggered Abilities.”

Turn Marker

The Grand Melee multiplayer variant allows multiple players to take turns at the same time. Moving turn

markers keep track of which players are currently taking turns. Each turn marker represents both an active

player’s turn and an individual stack. See rule 608, “Grand Melee Variant.”

Two-Headed Giant

The Two-Headed Giant variant has two unique features. Each two-player team has a shared life total,

which starts at 30 life, and each team has takes turns rather than each player. Each team’s creatures also

attack the other team rather than individual players. The additional rules for the Two-Headed Giant variant

explain how the timing of team turns works. See rule 606, “Two-Headed Giant Variant.”

Type

The word “type” has two meanings:

1. The “type” of an object is its card type or, more broadly, its card type, subtype, and/or supertype.

Cards, tokens, permanents, and spells all have types. Abilities don’t have types. See rule 205, “Type Line,”

and rule 212, “Card Type, Supertype, and Subtype.”

2. The “type” of mana is its color, or lack thereof (for colorless mana). See also Mana.

Type Line

The card type (and subtype and supertype, if applicable) of a card is printed directly below the illustration.

See rule 205, “Type Line,” and rule 212, “Card Type, Supertype, and Subtype.”

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Type-Changing Effect

A type-changing effect is an effect that changes the card type, subtype, and/or supertype of an object. It’s

generated by a type-changing ability. See rule 418.5a.

Typecycling

“Typecycling” is a generic term; a card’s rules text usually names a specific subtype, such as

“plainscycling.”

Typecycling is an activated ability. “Plainscycling [cost]” means “[Cost], Discard this card: Search your

library for a Plains card, reveal it, and put it into your hand. Then shuffle your library.” See rule 502.18,

“Cycling.”

Unattach

An Aura, Equipment, or Fortification becomes unattached if it was attached to an object or player and then

is not. If an Aura, Equipment, or Fortification leaves play while attached to an object, it becomes

unattached. If a permanent leaves play (unless it phases out) while an Aura, Equipment, or Fortification is

attached to it, the Aura, Equipment, or Fortification becomes unattached.

Unblockable

If an attacking creature “is unblockable,” no creature can legally block it. Spells or abilities may still cause

it to become blocked.

Unblocked

A creature is unblocked if it’s attacking and no creature blocked it during the declare blockers step of the

current combat phase. It remains an unblocked creature until an effect causes it to become blocked, it’s

removed from combat, it stops being a creature, its controller changes, or the combat phase ends.

Unblocked creatures don’t exist outside of the combat phase or before the declare blockers step. See rule

309, “Declare Blockers Step.”

Universal Tournament Rules

The DCI Universal Tournament Rules (www.wizards.com/default.asp?x=dci/doccenter/home) cover

tournament play for all DCI-sanctioned games, including the Magic game.

Unless

Some cards use the phrase “[Do something] unless you [do something else].” This means the same thing as

“You may [do something else]. If you don’t, [do something].”

Untap

To untap a tapped card, rotate it back to the upright position. See also Tap, Tapped, and Untapped.

Untap Step

The untap step is the first step of the beginning phase. All permanents controlled by the active player

normally untap at this time. See rule 302, “Untap Step.”

Untapped

A permanent that’s upright is untapped. Tapping permanents shows that they’ve been used. Permanents

untap during their controllers’ untap steps. See also Tap, Tapped, and Untap.

Upkeep Step

The upkeep step is the second step of the beginning phase. Some cards have abilities that trigger at the

beginning of the upkeep step; such an ability is informally called an “upkeep cost” or an “upkeep effect.”

An upkeep cost is usually written in the form “At the beginning of your upkeep, you may [pay cost]. If you

don’t, sacrifice [this card].” These are normal triggered abilities—there are no special rules for them. See

rule 303, “Upkeep Step.”

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Vanguard and Avatars

The Vanguard™ supplements consist of oversized placards and Magic Online® avatars that modify the

game. A Vanguard placard or avatar is selected before the game begins, adjusting a player’s starting and

maximum hand size and starting life total. A Vanguard placard or avatar has no color or types, and it can’t

be affected by spells or abilities.

Vanishing

Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent comes into

play with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time counter on

it, remove a time counter from it,” and “When the last time counter is removed from this permanent,

sacrifice it.” See rule 502.60, “Vanishing.”

Vigilance

Vigilance is a static ability that modifies the rules for the declare attackers step. Attacking doesn’t cause

creatures with vigilance to tap. See rule 502.14, “Vigilance.”

Wall

Wall is a creature type with no particular rules meaning. Many older cards with the Wall creature type have

received errata so that they also have the defender ability. Many older cards that referred to the Wall

creature type also have errata. Updated wordings for all cards are available in the Oracle card reference.

Win the Game

A game immediately ends when a player wins. See rule 102, “Winning and Losing.”

Wizardcycling See Typecycling.

World

World is a supertype that normally applies to enchantments.

If two or more permanents have the supertype world, all except the one that has been a permanent with

the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a

tie for the shortest amount of time, all are put into their owners’ graveyards. This “world rule” is a state-

based effect. See rule 420.5.

If a world permanent’s card types or subtypes change, this doesn’t change its supertypes. The permanent

will still be a world permanent.

X

If a spell or activated ability has a cost with an “{X}” in it, the value of X must be announced as part of

playing the spell or ability. (See rule 409, “Playing Spells and Activated Abilities.”) While the spell or

ability is on the stack, the {X} in its mana cost equals the amount announced as part of playing the spell or

ability. If a card in any other zone has {X} in its mana cost, the amount is treated as 0. If you’re playing a

spell that has {X} in its mana cost and an effect lets you play it without paying any cost that includes X, the

only legal choice for X is 0. This does not apply to effects that only reduce a cost, even if they reduce it to

zero. See rule 409, “Playing Spells and Activated Abilities.”

If a cost associated with a special action, such as a suspend cost or a morph cost, has an “{X}” in it, the

value of X is chosen by the player taking the special action as he or she pays that cost.

In other cases, X is defined by the text of a spell or ability. Note that the value of X may change while

that spell or ability is on the stack. If X isn’t defined, the controller of the spell or ability chooses the value

of X. All Xs on an object have the same value.

Y

See X.

You, Your

The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player

is attempting to play it), or its owner (if it has no controller). For a static ability, this is the current

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controller of the object it’s on. For an activated ability, this is the player who played the ability. For a

triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered

ability. For a delayed triggered ability, this is the controller of the spell or ability that created it. See also

Controller, Owner.

Zone

A zone is any place that Magic cards can be during a game. See rule 217, “Zones.”

Zone-Change Triggers

Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with

zone-change triggers attempt to do something to that object after it changes zones. During resolution, these

abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it

went to, the part of the ability attempting to do something to the object will fail to do anything. The most

common types of zone-change triggers are comes-into-play triggers and leaves-play triggers. See rule

410.10.

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Credits

Magic: The Gathering Original Game Design: Richard Garfield

Comprehensive Rules Design and Development: Paul Barclay, Beth Moursund, and Bill Rose, with

contributions from Charlie Catiyes, John Carter, Elaine Chase, Laurie Cheers, Stephen D’Angelo, Dave

DeLaney, Brady Dommermuth, Mike Donais, Skaff Elias, Mike Elliott, Richard Garfield, Mark L.

Gottlieb, Dan Gray, Robert Gutschera, Collin Jackson, William Jockusch, Jeff Jordan, Yonemura Kaoru,

Russell Linnemann, Jim Lin, Steve Lord, Sheldon Menery, Michael Phoenix, Mark Rosewater, David

Sachs, Lee Sharpe, Henry Stern, Ingo Warnke, Tom Wylie, Donald X. Vaccarino, and Bryan Zembruski

Editing: Del Laugel

Magic Rules Manager: Mark L. Gottlieb

The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie

Catiyes, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick, Chris Page, Dave Pettey, Barry “Bit”

Reich, Bill Rose, and Elliott Segal. The mana symbols were designed by Christopher Rush.

Thanks to all our project team members and the many others too numerous to mention who have

contributed to this product.

These rules are current as of October 1, 2007.

Published by Wizards of the Coast, Inc., P.O. Box 707, Renton WA 98057-0707, U.S.A. Wizards of the

Coast, Magic: The Gathering, Magic, Magic Online, DCI, Oracle, Vanguard, Exodus, Portal Three

Kingdoms, Odyssey, Ravnica, Time Spiral, Future Sight, and Lorwyn are trademarks of Wizards of the

Coast, Inc. in the U.S.A. and other countries. ©1993–2007 Wizards. U.S. Pat. No. RE 37,957.

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